Migration to LLMatrix4a instead of glh::matrix4f
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@@ -311,16 +311,19 @@ public:
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/*virtual*/ S32 getDepthChannel() const { return 1; }
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/*virtual*/ QuadType preDraw()
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{
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glh::matrix4f inv_proj(gGLModelView.getF32ptr());
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inv_proj.mult_left(gGLProjection.getF32ptr());
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inv_proj = inv_proj.inverse();
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glh::matrix4f prev_proj(gGLPreviousModelView.getF32ptr());
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prev_proj.mult_left(gGLProjection.getF32ptr());
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const LLMatrix4a& M = gGLModelView;
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const LLMatrix4a& P = gGLProjection;
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LLMatrix4a inv_proj;
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inv_proj.setMul(gGLProjection,gGLModelView);
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inv_proj.invert();
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const LLMatrix4a& MPrev = gGLPreviousModelView;
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LLMatrix4a prev_proj;
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prev_proj.setMul(P,MPrev);
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LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
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getShader().uniformMatrix4fv(sPrevProj, 1, GL_FALSE, prev_proj.m);
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getShader().uniformMatrix4fv(sInvProj, 1, GL_FALSE, inv_proj.m);
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getShader().uniformMatrix4fv(sPrevProj, 1, GL_FALSE, prev_proj.getF32ptr());
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getShader().uniformMatrix4fv(sInvProj, 1, GL_FALSE, inv_proj.getF32ptr());
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getShader().uniform2fv(sScreenRes, 1, screen_rect.mV);
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getShader().uniform1i(sBlurStrength, mStrength);
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