mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
403 lines
20 KiB
C++
403 lines
20 KiB
C++
#include <assert.h>
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#include "N64.h"
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#include "gSP.h"
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#include "PostProcessor.h"
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#include "FrameBuffer.h"
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#include "GLSLCombiner.h"
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#include "Config.h"
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static const char * vertexShader =
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"#version 330 core \n"
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"in highp vec2 aPosition; \n"
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"in highp vec2 aTexCoord; \n"
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"out mediump vec2 vTexCoord; \n"
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"void main(){ \n"
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"gl_Position = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n"
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"vTexCoord = aTexCoord; \n"
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"} \n"
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;
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static const char* extractBloomShader =
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"#version 330 core \n"
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"in mediump vec2 vTexCoord; \n"
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"uniform sampler2D Sample0; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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"uniform lowp int ThresholdLevel; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" lowp vec4 color = texture2D(Sample0, vTexCoord); \n"
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" \n"
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" mediump float lum = dot(vec4(0.30, 0.59, 0.11, 0.0), color);\n"
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" mediump float scale = lum; \n"
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" lowp int level = clamp(ThresholdLevel, 2, 6); \n"
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" for (int i = 1; i < level; ++i) \n"
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" scale *= lum; \n"
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" fragColor = scale*color; \n"
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" fragColor.a = 1.0; \n"
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"} \n"
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;
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static const char* seperableBlurShader =
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/// Author: Nathaniel Meyer
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///
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/// Copyright: Nutty Software
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/// http://www.nutty.ca
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///
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/// Fragment shader for performing a seperable blur on the specified texture.
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"#version 330 core \n"
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// Uniform variables.
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"uniform sampler2D Sample0; \n"
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"uniform mediump vec2 TexelSize; \n"
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" \n"
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"uniform lowp int Orientation; \n"
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"uniform lowp int BlurAmount; \n"
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"uniform lowp float BlurScale; \n"
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"uniform lowp float BlurStrength; \n"
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" \n"
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"in mediump vec2 vTexCoord; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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// Gets the Gaussian value in the first dimension.
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// "x" Distance from origin on the x-axis.
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// "deviation" Standard deviation.
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// returns The gaussian value on the x-axis.
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"mediump float Gaussian (in mediump float x, in mediump float deviation) \n"
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"{ \n"
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" return (1.0 / sqrt(2.0 * 3.141592 * deviation)) * exp(-((x * x) / (2.0 * deviation))); \n"
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"} \n"
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" \n"
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// Fragment shader entry.
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"void main () \n"
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"{ \n"
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" // Locals \n"
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" mediump float halfBlur = float(BlurAmount) * 0.5; \n"
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" mediump vec4 colour = vec4(0.0); \n"
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" \n"
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" // Gaussian deviation \n"
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" mediump float deviation = halfBlur * 0.35; \n"
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" deviation *= deviation; \n"
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" mediump float strength = 1.0 - BlurStrength; \n"
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" \n"
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" if ( Orientation == 0 ) \n"
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" { \n"
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" // Horizontal blur \n"
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" for (int i = 0; i < BlurAmount; ++i) \n"
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" { \n"
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" mediump float offset = float(i) - halfBlur; \n"
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" colour += texture2D(Sample0, vTexCoord + vec2(offset * TexelSize.x * BlurScale, 0.0)) * Gaussian(offset * strength, deviation); \n"
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" } \n"
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" } \n"
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" else \n"
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" { \n"
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" // Vertical blur \n"
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" for (int i = 0; i < BlurAmount; ++i) \n"
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" { \n"
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" mediump float offset = float(i) - halfBlur; \n"
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" colour += texture2D(Sample0, vTexCoord + vec2(0.0, offset * TexelSize.y * BlurScale)) * Gaussian(offset * strength, deviation); \n"
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" } \n"
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" } \n"
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" \n"
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" // Apply colour \n"
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" fragColor = clamp(colour, 0.0, 1.0); \n"
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" fragColor.a = 1.0; \n"
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"} \n"
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;
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static const char* glowShader =
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/// Author: Nathaniel Meyer
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///
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/// Copyright: Nutty Software
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/// http://www.nutty.ca
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///
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/// Fragment shader for blending two textures using an algorithm that overlays the glowmap.
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"#version 330 core \n"
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// Uniform variables.
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"uniform sampler2D Sample0; \n"
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"uniform sampler2D Sample1; \n"
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"uniform lowp int BlendMode; \n"
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" \n"
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"in mediump vec2 vTexCoord; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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// Fragment shader entry.
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"void main () \n"
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"{ \n"
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" lowp vec4 dst = texture2D(Sample0, vTexCoord); // rendered scene \n"
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" lowp vec4 src = texture2D(Sample1, vTexCoord); // glowmap \n"
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" \n"
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" switch (BlendMode) { \n"
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" case 0: \n"
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" // Additive blending (strong result, high overexposure) \n"
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" fragColor = min(src + dst, 1.0); \n"
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" fragColor.a = 1.0; \n"
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" break; \n"
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" case 1: \n"
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" fragColor = clamp((src + dst) - (src * dst), 0.0, 1.0); \n"
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" fragColor.a = 1.0; \n"
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" break; \n"
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" case 2: \n"
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" src = (src * 0.5) + 0.5; \n"
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" \n"
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" if (src.x <= 0.5) \n"
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" fragColor.x = dst.x - (1.0 - 2.0 * src.x) * dst.x * (1.0 - dst.x); \n"
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" else if ((src.x > 0.5) && (dst.x <= 0.25)) \n"
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" fragColor.x = dst.x + (2.0 * src.x - 1.0) * (4.0 * dst.x * (4.0 * dst.x + 1.0) * (dst.x - 1.0) + 7.0 * dst.x);\n"
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" else \n"
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" fragColor.x = dst.x + (2.0 * src.x - 1.0) * (sqrt(dst.x) - dst.x); \n"
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" if (src.y <= 0.5) \n"
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" fragColor.y = dst.y - (1.0 - 2.0 * src.y) * dst.y * (1.0 - dst.y); \n"
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" else if ((src.y > 0.5) && (dst.y <= 0.25)) \n"
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" fragColor.y = dst.y + (2.0 * src.y - 1.0) * (4.0 * dst.y * (4.0 * dst.y + 1.0) * (dst.y - 1.0) + 7.0 * dst.y);\n"
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" else \n"
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" fragColor.y = dst.y + (2.0 * src.y - 1.0) * (sqrt(dst.y) - dst.y); \n"
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" if (src.z <= 0.5) \n"
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" fragColor.z = dst.z - (1.0 - 2.0 * src.z) * dst.z * (1.0 - dst.z); \n"
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" else if ((src.z > 0.5) && (dst.z <= 0.25)) \n"
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" fragColor.z = dst.z + (2.0 * src.z - 1.0) * (4.0 * dst.z * (4.0 * dst.z + 1.0) * (dst.z - 1.0) + 7.0 * dst.z);\n"
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" else \n"
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" fragColor.z = dst.z + (2.0 * src.z - 1.0) * (sqrt(dst.z) - dst.z); \n"
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" fragColor.a = 1.0; \n"
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" break; \n"
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" default: \n"
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" // Show just the glow map \n"
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" fragColor = src; \n"
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" break; \n"
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" } \n"
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"} \n"
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;
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static
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GLuint _createShaderProgram(const char * _strVertex, const char * _strFragment)
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{
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GLuint vertex_shader_object = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader_object, 1, &_strVertex, NULL);
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glCompileShader(vertex_shader_object);
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assert(checkShaderCompileStatus(vertex_shader_object));
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GLuint fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader_object, 1, &_strFragment, NULL);
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glCompileShader(fragment_shader_object);
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assert(checkShaderCompileStatus(fragment_shader_object));
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GLuint program = glCreateProgram();
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glBindAttribLocation(program, SC_POSITION, "aPosition");
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glBindAttribLocation(program, SC_TEXCOORD0, "aTexCoord");
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glAttachShader(program, vertex_shader_object);
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glAttachShader(program, fragment_shader_object);
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glLinkProgram(program);
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glDeleteShader(vertex_shader_object);
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glDeleteShader(fragment_shader_object);
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assert(checkProgramLinkStatus(program));
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return program;
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}
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static
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CachedTexture * _createTexture()
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{
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CachedTexture * pTexture = textureCache().addFrameBufferTexture();
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pTexture->format = G_IM_FMT_RGBA;
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pTexture->clampS = 1;
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pTexture->clampT = 1;
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pTexture->frameBufferTexture = TRUE;
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pTexture->maskS = 0;
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pTexture->maskT = 0;
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pTexture->mirrorS = 0;
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pTexture->mirrorT = 0;
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pTexture->realWidth = video().getWidth();
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pTexture->realHeight = video().getHeight();
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pTexture->textureBytes = pTexture->realWidth * pTexture->realHeight * 4;
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textureCache().addFrameBufferTextureSize(pTexture->textureBytes);
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glBindTexture(GL_TEXTURE_2D, pTexture->glName);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pTexture->realWidth, pTexture->realHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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return pTexture;
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}
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static
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GLuint _createFBO(CachedTexture * _pTexture)
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{
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GLuint FBO;
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glGenFramebuffers(1, &FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _pTexture->glName, 0);
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assert(checkFBO());
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return FBO;
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}
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void PostProcessor::init()
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{
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m_pTextureOriginal = _createTexture();
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m_FBO_original = _createFBO(m_pTextureOriginal);
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m_extractBloomProgram = _createShaderProgram(vertexShader, extractBloomShader);
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glUseProgram(m_extractBloomProgram);
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int loc = glGetUniformLocation(m_extractBloomProgram, "Sample0");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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loc = glGetUniformLocation(m_extractBloomProgram, "ThresholdLevel");
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assert(loc >= 0);
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glUniform1i(loc, config.bloomFilter.thresholdLevel);
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m_seperableBlurProgram = _createShaderProgram(vertexShader, seperableBlurShader);
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glUseProgram(m_seperableBlurProgram);
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loc = glGetUniformLocation(m_seperableBlurProgram, "Sample0");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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loc = glGetUniformLocation(m_seperableBlurProgram, "TexelSize");
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assert(loc >= 0);
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glUniform2f(loc, 1.0f / video().getWidth(), 1.0f / video().getHeight());
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loc = glGetUniformLocation(m_seperableBlurProgram, "Orientation");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurAmount");
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assert(loc >= 0);
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glUniform1i(loc, config.bloomFilter.blurAmount);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurScale");
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assert(loc >= 0);
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glUniform1f(loc, 1.0f);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurStrength");
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assert(loc >= 0);
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glUniform1f(loc, config.bloomFilter.blurStrength/100.0f);
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m_glowProgram = _createShaderProgram(vertexShader, glowShader);
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glUseProgram(m_glowProgram);
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loc = glGetUniformLocation(m_glowProgram, "Sample0");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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loc = glGetUniformLocation(m_glowProgram, "Sample1");
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assert(loc >= 0);
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glUniform1i(loc, 1);
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loc = glGetUniformLocation(m_glowProgram, "BlendMode");
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assert(loc >= 0);
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glUniform1i(loc, config.bloomFilter.blendMode);
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m_pTextureGlowMap = _createTexture();
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m_pTextureBlur = _createTexture();
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m_FBO_glowMap = _createFBO(m_pTextureGlowMap);
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m_FBO_blur = _createFBO(m_pTextureBlur);
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glUseProgram(0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void PostProcessor::destroy()
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{
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if (m_extractBloomProgram != 0)
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glDeleteProgram(m_extractBloomProgram);
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m_extractBloomProgram = 0;
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if (m_seperableBlurProgram != 0)
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glDeleteProgram(m_seperableBlurProgram);
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m_seperableBlurProgram = 0;
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if (m_glowProgram != 0)
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glDeleteProgram(m_glowProgram);
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m_glowProgram = 0;
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if (m_bloomProgram != 0)
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glDeleteProgram(m_bloomProgram);
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m_bloomProgram = 0;
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if (m_FBO_original != 0)
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glDeleteFramebuffers(1, &m_FBO_original);
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m_FBO_original = 0;
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if (m_FBO_glowMap != 0)
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glDeleteFramebuffers(1, &m_FBO_glowMap);
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m_FBO_glowMap = 0;
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if (m_FBO_blur != 0)
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glDeleteFramebuffers(1, &m_FBO_blur);
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m_FBO_blur = 0;
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if (m_pTextureOriginal != NULL)
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textureCache().removeFrameBufferTexture(m_pTextureOriginal);
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m_pTextureOriginal = NULL;
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if (m_pTextureGlowMap != NULL)
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textureCache().removeFrameBufferTexture(m_pTextureGlowMap);
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m_pTextureGlowMap = NULL;
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if (m_pTextureBlur != NULL)
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textureCache().removeFrameBufferTexture(m_pTextureBlur);
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m_pTextureBlur = NULL;
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}
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PostProcessor & PostProcessor::get()
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{
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static PostProcessor processor;
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return processor;
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}
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void _setGLState(FrameBuffer * _pBuffer) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glScissor(0, 0, _pBuffer->m_pTexture->realWidth, _pBuffer->m_pTexture->realHeight);
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static const float vert[] =
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{
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-1.0, -1.0, +0.0, +0.0,
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+1.0, -1.0, +1.0, +0.0,
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-1.0, +1.0, +0.0, +1.0,
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+1.0, +1.0, +1.0, +1.0
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};
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glEnableVertexAttribArray(SC_POSITION);
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glVertexAttribPointer(SC_POSITION, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (float*)vert);
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glEnableVertexAttribArray(SC_TEXCOORD0);
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glVertexAttribPointer(SC_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (float*)vert + 2);
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glDisableVertexAttribArray(SC_COLOR);
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glDisableVertexAttribArray(SC_TEXCOORD1);
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glDisableVertexAttribArray(SC_NUMLIGHTS);
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glViewport(0, 0, video().getWidth(), video().getHeight());
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gSP.changed |= CHANGED_VIEWPORT | CHANGED_TEXTURE;
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gDP.changed |= CHANGED_RENDERMODE | CHANGED_SCISSOR;
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}
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void PostProcessor::process(FrameBuffer * _pBuffer)
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{
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if (config.bloomFilter.enable == 0)
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return;
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_setGLState(_pBuffer);
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OGLVideo & ogl = video();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, _pBuffer->m_FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_original);
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glBlitFramebuffer(
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0, 0, ogl.getWidth(), ogl.getHeight(),
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0, 0, ogl.getWidth(), ogl.getHeight(),
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GL_COLOR_BUFFER_BIT, GL_LINEAR
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);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_glowMap);
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textureCache().activateTexture(0, m_pTextureOriginal);
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glUseProgram(m_extractBloomProgram);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_blur);
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textureCache().activateTexture(0, m_pTextureGlowMap);
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glUseProgram(m_seperableBlurProgram);
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int loc = glGetUniformLocation(m_seperableBlurProgram, "Orientation");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_glowMap);
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textureCache().activateTexture(0, m_pTextureBlur);
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glUniform1i(loc, 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
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textureCache().activateTexture(0, m_pTextureOriginal);
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textureCache().activateTexture(1, m_pTextureGlowMap);
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glUseProgram(m_glowProgram);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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video().getRender().dropRenderState();
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glUseProgram(0);
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}
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