llrender and lldir merge. Removed duplicate assets from skins. cleaned up skin textures.xml files to only include changes from default.
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@@ -258,6 +258,10 @@ A. Or use FXAA_GREEN_AS_LUMA.
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#define FXAA_GLSL_130 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_GLSL_400
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#define FXAA_GLSL_400 0
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#endif
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/*--------------------------------------------------------------------------*/
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#ifndef FXAA_HLSL_3
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#define FXAA_HLSL_3 0
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#endif
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@@ -344,8 +348,8 @@ A. Or use FXAA_GREEN_AS_LUMA.
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// 1 = API supports gather4 on alpha channel.
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// 0 = API does not support gather4 on alpha channel.
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//
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#if (FXAA_GLSL_130 == 0)
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#define FXAA_GATHER4_ALPHA 0
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#if (FXAA_GLSL_400 == 1)
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#define FXAA_GATHER4_ALPHA 1
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#endif
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#if (FXAA_HLSL_5 == 1)
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#define FXAA_GATHER4_ALPHA 1
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@@ -654,7 +658,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
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API PORTING
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============================================================================*/
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#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
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#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) || (FXAA_GLSL_400 == 1)
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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@@ -716,6 +720,16 @@ NOTE the other tuning knobs are now in the shader function inputs!
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#endif
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_GLSL_400 == 1)
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// Requires "#version 400" or better
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
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#endif
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/*--------------------------------------------------------------------------*/
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#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
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#define FxaaInt2 float2
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#define FxaaTex sampler2D
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