mirror of
https://github.com/azahar-emu/azahar.git
synced 2026-06-09 12:13:40 -04:00
fixed smaa edge detection and blend weight pass
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parent
c62fb29859
commit
4089382e00
1 changed files with 7 additions and 0 deletions
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@ -735,6 +735,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SimplePresent_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -753,6 +754,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = FXAA_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -776,6 +778,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SimplePresent_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -794,6 +797,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SMAA_PASS_0_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -812,6 +816,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SMAA_PASS_1_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -838,6 +843,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SMAA_PASS_2_shader.handle;
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state.Apply();
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AttachUniforms();
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@ -863,6 +869,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
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state.viewport.height = textureHeight;
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state.Apply();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = SimplePresent_shader.handle;
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state.Apply();
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AttachUniforms();
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