Fix shader compilation/out-of-spec issues

This commit is contained in:
Andros Baphomet
2013-10-05 17:33:34 -04:00
parent 988009d84d
commit f6861cd5ba
40 changed files with 289 additions and 275 deletions

View File

@@ -56,14 +56,14 @@ LLShaderMgr::LLShaderMgr()
{
{
const std::string dumpdir = gDirUtilp->getExpandedFilename(LL_PATH_LOGS,"shader_dump")+gDirUtilp->getDirDelimiter();
try
/*try
{
boost::filesystem::remove_all(dumpdir);
}
catch(const boost::filesystem::filesystem_error& e)
{
llinfos << "boost::filesystem::remove_all(\""+dumpdir+"\") failed: '" + e.code().message() + "'" << llendl;
}
}*/
}
}
@@ -614,6 +614,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup("#define ATTRIBUTE attribute\n");
text[count++] = strdup("#define VARYING varying\n");
text[count++] = strdup("#define VARYING_FLAT varying\n");
// Need to enable the GL_ARB_texture_rectangle extension here instead of in the shader files,
// before any non-preprocessor directives (per spec)
text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n");
}
else if (minor_version <= 29)
{
@@ -624,6 +627,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup("#define ATTRIBUTE attribute\n");
text[count++] = strdup("#define VARYING varying\n");
text[count++] = strdup("#define VARYING_FLAT varying\n");
// Need to enable the GL_ARB_texture_rectangle extension here instead of in the shader files,
// before any non-preprocessor directives (per spec)
text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n");
}
}
else
@@ -632,6 +638,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
{
//set version to 1.30
text[count++] = strdup("#version 130\n");
// Need to enable the GL_ARB_texture_rectangle extension here instead of in the shader files,
// before any non-preprocessor directives (per spec)
text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n");
//some implementations of GLSL 1.30 require integer precision be explicitly declared
text[count++] = strdup("precision mediump int;\n");
@@ -640,7 +650,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
else
{ //set version to 400
text[count++] = strdup("#version 400\n");
// Need to enable the GL_ARB_texture_rectangle extension here instead of in the shader files,
// before any non-preprocessor directives (per spec)
text[count++] = strdup("#extension GL_ARB_texture_rectangle : enable\n");
}
text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");
text[count++] = strdup("#define FXAA_GLSL_130 1\n");

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define FXAA_PC 1
//#define FXAA_GLSL_130 1
#define FXAA_QUALITY__PRESET 12
#define FXAA_QUALITY_M_PRESET 12
/*============================================================================
@@ -66,7 +66,7 @@ Example,
#define FXAA_PC 1
#define FXAA_HLSL_5 1
#define FXAA_QUALITY__PRESET 12
#define FXAA_QUALITY_M_PRESET 12
Or,
@@ -365,7 +365,7 @@ A. Or use FXAA_GREEN_AS_LUMA.
/*============================================================================
FXAA CONSOLE PS3 - TUNING KNOBS
============================================================================*/
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
#ifndef FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS
//
// Consoles the sharpness of edges on PS3 only.
// Non-PS3 tuning is done with shader input.
@@ -379,17 +379,17 @@ A. Or use FXAA_GREEN_AS_LUMA.
// 2.0 is really soft (good for vector graphics inputs)
//
#if 1
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 8.0
#endif
#if 0
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 4.0
#endif
#if 0
#define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
#define FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS 2.0
#endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
#ifndef FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD
//
// Only effects PS3.
// Non-PS3 tuning is done with shader input.
@@ -407,9 +407,9 @@ A. Or use FXAA_GREEN_AS_LUMA.
// 0.25 leaves more aliasing, and is sharper
//
#if 1
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
#define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.125
#else
#define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
#define FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD 0.25
#endif
#endif
@@ -418,7 +418,7 @@ A. Or use FXAA_GREEN_AS_LUMA.
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY__PRESET
#ifndef FXAA_QUALITY_M_PRESET
//
// Choose the quality preset.
// This needs to be compiled into the shader as it effects code.
@@ -439,7 +439,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
// _ = the lowest digit is directly related to performance
// _ = the highest digit is directly related to style
//
#define FXAA_QUALITY__PRESET 12
#define FXAA_QUALITY_M_PRESET 12
#endif
@@ -452,198 +452,198 @@ NOTE the other tuning knobs are now in the shader function inputs!
/*============================================================================
FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY__PRESET == 10)
#define FXAA_QUALITY__PS 3
#define FXAA_QUALITY__P0 1.5
#define FXAA_QUALITY__P1 3.0
#define FXAA_QUALITY__P2 12.0
#if (FXAA_QUALITY_M_PRESET == 10)
#define FXAA_QUALITY_M_PS 3
#define FXAA_QUALITY_M_P0 1.5
#define FXAA_QUALITY_M_P1 3.0
#define FXAA_QUALITY_M_P2 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 11)
#define FXAA_QUALITY__PS 4
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 3.0
#define FXAA_QUALITY__P3 12.0
#if (FXAA_QUALITY_M_PRESET == 11)
#define FXAA_QUALITY_M_PS 4
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 3.0
#define FXAA_QUALITY_M_P3 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 12)
#define FXAA_QUALITY__PS 5
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 4.0
#define FXAA_QUALITY__P4 12.0
#if (FXAA_QUALITY_M_PRESET == 12)
#define FXAA_QUALITY_M_PS 5
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 4.0
#define FXAA_QUALITY_M_P4 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 13)
#define FXAA_QUALITY__PS 6
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 4.0
#define FXAA_QUALITY__P5 12.0
#if (FXAA_QUALITY_M_PRESET == 13)
#define FXAA_QUALITY_M_PS 6
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 4.0
#define FXAA_QUALITY_M_P5 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 14)
#define FXAA_QUALITY__PS 7
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 4.0
#define FXAA_QUALITY__P6 12.0
#if (FXAA_QUALITY_M_PRESET == 14)
#define FXAA_QUALITY_M_PS 7
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 4.0
#define FXAA_QUALITY_M_P6 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 15)
#define FXAA_QUALITY__PS 8
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 4.0
#define FXAA_QUALITY__P7 12.0
#if (FXAA_QUALITY_M_PRESET == 15)
#define FXAA_QUALITY_M_PS 8
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 4.0
#define FXAA_QUALITY_M_P7 12.0
#endif
/*============================================================================
FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY__PRESET == 20)
#define FXAA_QUALITY__PS 3
#define FXAA_QUALITY__P0 1.5
#define FXAA_QUALITY__P1 2.0
#define FXAA_QUALITY__P2 8.0
#if (FXAA_QUALITY_M_PRESET == 20)
#define FXAA_QUALITY_M_PS 3
#define FXAA_QUALITY_M_P0 1.5
#define FXAA_QUALITY_M_P1 2.0
#define FXAA_QUALITY_M_P2 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 21)
#define FXAA_QUALITY__PS 4
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 8.0
#if (FXAA_QUALITY_M_PRESET == 21)
#define FXAA_QUALITY_M_PS 4
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 22)
#define FXAA_QUALITY__PS 5
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 8.0
#if (FXAA_QUALITY_M_PRESET == 22)
#define FXAA_QUALITY_M_PS 5
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 23)
#define FXAA_QUALITY__PS 6
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 8.0
#if (FXAA_QUALITY_M_PRESET == 23)
#define FXAA_QUALITY_M_PS 6
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 24)
#define FXAA_QUALITY__PS 7
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 3.0
#define FXAA_QUALITY__P6 8.0
#if (FXAA_QUALITY_M_PRESET == 24)
#define FXAA_QUALITY_M_PS 7
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 3.0
#define FXAA_QUALITY_M_P6 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 25)
#define FXAA_QUALITY__PS 8
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 4.0
#define FXAA_QUALITY__P7 8.0
#if (FXAA_QUALITY_M_PRESET == 25)
#define FXAA_QUALITY_M_PS 8
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 4.0
#define FXAA_QUALITY_M_P7 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 26)
#define FXAA_QUALITY__PS 9
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 4.0
#define FXAA_QUALITY__P8 8.0
#if (FXAA_QUALITY_M_PRESET == 26)
#define FXAA_QUALITY_M_PS 9
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 2.0
#define FXAA_QUALITY_M_P7 4.0
#define FXAA_QUALITY_M_P8 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 27)
#define FXAA_QUALITY__PS 10
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 4.0
#define FXAA_QUALITY__P9 8.0
#if (FXAA_QUALITY_M_PRESET == 27)
#define FXAA_QUALITY_M_PS 10
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 2.0
#define FXAA_QUALITY_M_P7 2.0
#define FXAA_QUALITY_M_P8 4.0
#define FXAA_QUALITY_M_P9 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 28)
#define FXAA_QUALITY__PS 11
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 4.0
#define FXAA_QUALITY__P10 8.0
#if (FXAA_QUALITY_M_PRESET == 28)
#define FXAA_QUALITY_M_PS 11
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 2.0
#define FXAA_QUALITY_M_P7 2.0
#define FXAA_QUALITY_M_P8 2.0
#define FXAA_QUALITY_M_P9 4.0
#define FXAA_QUALITY_M_P10 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PRESET == 29)
#define FXAA_QUALITY__PS 12
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.5
#define FXAA_QUALITY__P2 2.0
#define FXAA_QUALITY__P3 2.0
#define FXAA_QUALITY__P4 2.0
#define FXAA_QUALITY__P5 2.0
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 2.0
#define FXAA_QUALITY__P10 4.0
#define FXAA_QUALITY__P11 8.0
#if (FXAA_QUALITY_M_PRESET == 29)
#define FXAA_QUALITY_M_PS 12
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.5
#define FXAA_QUALITY_M_P2 2.0
#define FXAA_QUALITY_M_P3 2.0
#define FXAA_QUALITY_M_P4 2.0
#define FXAA_QUALITY_M_P5 2.0
#define FXAA_QUALITY_M_P6 2.0
#define FXAA_QUALITY_M_P7 2.0
#define FXAA_QUALITY_M_P8 2.0
#define FXAA_QUALITY_M_P9 2.0
#define FXAA_QUALITY_M_P10 4.0
#define FXAA_QUALITY_M_P11 8.0
#endif
/*============================================================================
FXAA QUALITY - EXTREME QUALITY
============================================================================*/
#if (FXAA_QUALITY__PRESET == 39)
#define FXAA_QUALITY__PS 12
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.0
#define FXAA_QUALITY__P2 1.0
#define FXAA_QUALITY__P3 1.0
#define FXAA_QUALITY__P4 1.0
#define FXAA_QUALITY__P5 1.5
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 2.0
#define FXAA_QUALITY__P10 4.0
#define FXAA_QUALITY__P11 8.0
#if (FXAA_QUALITY_M_PRESET == 39)
#define FXAA_QUALITY_M_PS 12
#define FXAA_QUALITY_M_P0 1.0
#define FXAA_QUALITY_M_P1 1.0
#define FXAA_QUALITY_M_P2 1.0
#define FXAA_QUALITY_M_P3 1.0
#define FXAA_QUALITY_M_P4 1.0
#define FXAA_QUALITY_M_P5 1.5
#define FXAA_QUALITY_M_P6 2.0
#define FXAA_QUALITY_M_P7 2.0
#define FXAA_QUALITY_M_P8 2.0
#define FXAA_QUALITY_M_P9 2.0
#define FXAA_QUALITY_M_P10 4.0
#define FXAA_QUALITY_M_P11 8.0
#endif
@@ -868,7 +868,7 @@ FxaaFloat4 FxaaPixelShader(
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
// Use FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS for PS3.
// Due to the PS3 being ALU bound,
// there are only three safe values here: 2 and 4 and 8.
// These options use the shaders ability to a free *|/ by 2|4|8.
@@ -882,7 +882,7 @@ FxaaFloat4 FxaaPixelShader(
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// This does not effect PS3, as this needs to be compiled in.
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
// Use FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD for PS3.
// Due to the PS3 being ALU bound,
// there are only two safe values here: 1/4 and 1/8.
// These options use the shaders ability to a free *|/ by 2|4|8.
@@ -1040,11 +1040,11 @@ FxaaFloat4 FxaaPixelShader(
if( horzSpan) posB.y += lengthSign * 0.5;
/*--------------------------------------------------------------------------*/
FxaaFloat2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
posN.x = posB.x - offNP.x * FXAA_QUALITY_M_P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY_M_P0;
FxaaFloat2 posP;
posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
posP.x = posB.x + offNP.x * FXAA_QUALITY_M_P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY_M_P0;
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
FxaaFloat subpixE = subpixC * subpixC;
@@ -1060,11 +1060,11 @@ FxaaFloat4 FxaaPixelShader(
lumaEndP -= lumaNN * 0.5;
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P1;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P1;
FxaaBool doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P1;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P1;
/*--------------------------------------------------------------------------*/
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
@@ -1073,13 +1073,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P2;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P2;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 3)
#if (FXAA_QUALITY_M_PS > 3)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1087,13 +1087,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P3;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P3;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P3;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P3;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 4)
#if (FXAA_QUALITY_M_PS > 4)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1101,13 +1101,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P4;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P4;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P4;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P4;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 5)
#if (FXAA_QUALITY_M_PS > 5)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1115,13 +1115,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P5;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P5;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P5;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P5;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 6)
#if (FXAA_QUALITY_M_PS > 6)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1129,13 +1129,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P6;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P6;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P6;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P6;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 7)
#if (FXAA_QUALITY_M_PS > 7)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1143,13 +1143,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P7;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P7;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P7;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P7;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 8)
#if (FXAA_QUALITY_M_PS > 8)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1157,13 +1157,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P8;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P8;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P8;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P8;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 9)
#if (FXAA_QUALITY_M_PS > 9)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1171,13 +1171,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P9;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P9;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P9;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P9;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 10)
#if (FXAA_QUALITY_M_PS > 10)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1185,13 +1185,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P10;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P10;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P10;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P10;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 11)
#if (FXAA_QUALITY_M_PS > 11)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1199,13 +1199,13 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P11;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P11;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P11;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P11;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY__PS > 12)
#if (FXAA_QUALITY_M_PS > 12)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
@@ -1213,11 +1213,11 @@ FxaaFloat4 FxaaPixelShader(
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_M_P12;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_M_P12;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_M_P12;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_M_P12;
/*--------------------------------------------------------------------------*/
}
#endif
@@ -1290,9 +1290,9 @@ FxaaFloat4 FxaaPixelShader(
------------------------------------------------------------------------------
Instead of using this on PC, I'd suggest just using FXAA Quality with
#define FXAA_QUALITY__PRESET 10
#define FXAA_QUALITY_M_PRESET 10
Or
#define FXAA_QUALITY__PRESET 20
#define FXAA_QUALITY_M_PRESET 20
Either are higher qualilty and almost as fast as this on modern PC GPUs.
============================================================================*/
#if (FXAA_PC_CONSOLE == 1)
@@ -1703,7 +1703,7 @@ half4 FxaaPixelShader(
// (5)
half4 dir1_pos;
dir1_pos.xy = normalize(dir.xyz).xz;
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS);
/*--------------------------------------------------------------------------*/
// (6)
half4 dir2_pos;
@@ -2018,7 +2018,7 @@ half4 FxaaPixelShader(
// (6)
half4 dir1_pos;
dir1_pos.xy = normalize(dir).xz;
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE_M_PS3_EDGE_SHARPNESS);
/*--------------------------------------------------------------------------*/
// (7)
half4 dir2_pos;
@@ -2060,7 +2060,7 @@ half4 FxaaPixelShader(
temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
half4 rgby2;
rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE_M_PS3_EDGE_THRESHOLD;
/*--------------------------------------------------------------------------*/
// (12)
rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -31,7 +31,7 @@ out vec4 frag_color;
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -32,7 +32,7 @@ out vec4 frag_color;
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;

View File

@@ -25,7 +25,7 @@
//class 1, no shadow, no SSAO, should never be called
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];

View File

@@ -5,7 +5,7 @@
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -5,7 +5,7 @@
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -5,7 +5,7 @@
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -5,7 +5,7 @@
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -1,4 +1,4 @@
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -5,7 +5,7 @@
* $License$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -29,7 +29,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@@ -22,7 +22,7 @@
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;