mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Shader flags are now sent as bit masks instead of via discreet values.
Also changed the shader flags to enums.
This commit is contained in:
parent
6b095bde05
commit
06a037d8cf
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@ -90,9 +90,9 @@ void MediaViewer::render(const glm::mat4& /*parentTrans*/)
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Renderer::postProcessingParams videoParameters;
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unsigned int shaders {0};
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if (Settings::getInstance()->getBool("MediaViewerVideoScanlines"))
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shaders = Renderer::SHADER_SCANLINES;
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shaders = Renderer::Shader::SCANLINES;
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if (Settings::getInstance()->getBool("MediaViewerVideoBlur")) {
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shaders |= Renderer::SHADER_BLUR_HORIZONTAL;
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shaders |= Renderer::Shader::BLUR_HORIZONTAL;
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float heightModifier {Renderer::getScreenHeightModifier()};
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// clang-format off
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if (heightModifier < 1)
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@ -120,10 +120,10 @@ void MediaViewer::render(const glm::mat4& /*parentTrans*/)
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if (mCurrentImageIndex == mScreenshotIndex &&
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Settings::getInstance()->getBool("MediaViewerScreenshotScanlines"))
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mRenderer->shaderPostprocessing(Renderer::SHADER_SCANLINES);
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mRenderer->shaderPostprocessing(Renderer::Shader::SCANLINES);
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else if (mCurrentImageIndex == mTitleScreenIndex &&
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Settings::getInstance()->getBool("MediaViewerScreenshotScanlines"))
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mRenderer->shaderPostprocessing(Renderer::SHADER_SCANLINES);
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mRenderer->shaderPostprocessing(Renderer::Shader::SCANLINES);
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// This is necessary so that the video loops if viewing an image when
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// the video ends.
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@ -269,7 +269,7 @@ void Screensaver::renderScreensaver()
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if (Settings::getInstance()->getString("ScreensaverType") == "slideshow") {
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if (mHasMediaFiles) {
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if (Settings::getInstance()->getBool("ScreensaverSlideshowScanlines"))
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mRenderer->shaderPostprocessing(Renderer::SHADER_SCANLINES);
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mRenderer->shaderPostprocessing(Renderer::Shader::SCANLINES);
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if (Settings::getInstance()->getBool("ScreensaverSlideshowGameInfo") &&
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mGameOverlay) {
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if (mGameOverlayRectangleCoords.size() == 4) {
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@ -297,9 +297,9 @@ void Screensaver::renderScreensaver()
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Renderer::postProcessingParams videoParameters;
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unsigned int shaders {0};
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if (Settings::getInstance()->getBool("ScreensaverVideoScanlines"))
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shaders = Renderer::SHADER_SCANLINES;
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shaders = Renderer::Shader::SCANLINES;
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if (Settings::getInstance()->getBool("ScreensaverVideoBlur")) {
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shaders |= Renderer::SHADER_BLUR_HORIZONTAL;
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shaders |= Renderer::Shader::BLUR_HORIZONTAL;
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float heightModifier = Renderer::getScreenHeightModifier();
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// clang-format off
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if (heightModifier < 1)
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@ -348,7 +348,7 @@ void Screensaver::renderScreensaver()
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Renderer::postProcessingParams dimParameters;
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dimParameters.dimming = mDimValue;
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dimParameters.saturation = mSaturationAmount;
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mRenderer->shaderPostprocessing(Renderer::SHADER_CORE, dimParameters);
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mRenderer->shaderPostprocessing(Renderer::Shader::CORE, dimParameters);
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if (mDimValue > 0.63)
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mDimValue = glm::clamp(mDimValue - 0.015f, 0.68f, 1.0f);
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if (mSaturationAmount > 0.0)
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@ -357,7 +357,7 @@ void Screensaver::renderScreensaver()
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else if (Settings::getInstance()->getString("ScreensaverType") == "black") {
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Renderer::postProcessingParams blackParameters;
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blackParameters.dimming = mDimValue;
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mRenderer->shaderPostprocessing(Renderer::SHADER_CORE, blackParameters);
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mRenderer->shaderPostprocessing(Renderer::Shader::CORE, blackParameters);
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if (mDimValue > 0.0)
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mDimValue = glm::clamp(mDimValue - 0.045f, 0.0f, 1.0f);
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}
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@ -477,15 +477,15 @@ void Window::render()
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// Also dim the background slightly.
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backgroundParameters.dimming = 0.60f;
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mRenderer->shaderPostprocessing(Renderer::SHADER_CORE |
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Renderer::SHADER_BLUR_HORIZONTAL |
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Renderer::SHADER_BLUR_VERTICAL,
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mRenderer->shaderPostprocessing(Renderer::Shader::CORE |
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Renderer::Shader::BLUR_HORIZONTAL |
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Renderer::Shader::BLUR_VERTICAL,
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backgroundParameters, &processedTexture[0]);
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}
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else {
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// Dim the background slightly.
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backgroundParameters.dimming = 0.60f;
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mRenderer->shaderPostprocessing(Renderer::SHADER_CORE, backgroundParameters,
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mRenderer->shaderPostprocessing(Renderer::Shader::CORE, backgroundParameters,
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&processedTexture[0]);
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}
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@ -491,7 +491,7 @@ void GIFAnimComponent::render(const glm::mat4& parentTrans)
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vertices->saturation = mSaturation;
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vertices->opacity = mOpacity * mThemeOpacity;
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vertices->dimming = mDimming;
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vertices->convertBGRAToRGBA = true;
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vertices->shaderFlags = Renderer::ShaderFlags::BGRA_TO_RGBA;
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// Render it.
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mRenderer->drawTriangleStrips(&vertices[0], 4);
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@ -480,7 +480,7 @@ void LottieAnimComponent::render(const glm::mat4& parentTrans)
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vertices->saturation = mSaturation;
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vertices->opacity = mOpacity * mThemeOpacity;
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vertices->dimming = mDimming;
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vertices->convertBGRAToRGBA = true;
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vertices->shaderFlags = Renderer::ShaderFlags::BGRA_TO_RGBA;
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// Render it.
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mRenderer->drawTriangleStrips(&vertices[0], 4);
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@ -217,7 +217,7 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans)
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vertices[0].opacity = mFadeIn * mThemeOpacity;
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if ((mLegacyTheme && Settings::getInstance()->getBool("GamelistVideoScanlines")) ||
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(!mLegacyTheme && mRenderScanlines)) {
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vertices[0].shaders = Renderer::SHADER_SCANLINES;
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vertices[0].shaders = Renderer::Shader::SCANLINES;
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}
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}
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@ -17,47 +17,14 @@
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#include <vector>
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struct SDL_Window;
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class Shader;
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class Renderer
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{
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public:
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struct Vertex {
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glm::vec2 position;
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glm::vec2 texture;
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unsigned int color;
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float opacity;
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float saturation;
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float dimming;
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bool convertBGRAToRGBA;
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bool font;
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bool postProcessing;
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unsigned int shaders;
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Vertex()
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: opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, convertBGRAToRGBA {false}
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, font {false}
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, postProcessing {false}
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, shaders {0}
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{
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}
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Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color)
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: position(position)
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, texture(textureCoord)
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, color(color)
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, opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, convertBGRAToRGBA {false}
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, font {false}
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, postProcessing {false}
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, shaders {0}
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{
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}
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enum class TextureType {
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RGBA, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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BGRA,
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RED
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};
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enum class BlendFactor {
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@ -73,17 +40,57 @@ public:
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ONE_MINUS_DST_ALPHA
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};
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enum class TextureType {
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RGBA, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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BGRA,
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RED
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// clang-format off
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enum Shader {
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CORE = 0x00000001,
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BLUR_HORIZONTAL = 0x00000002,
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BLUR_VERTICAL = 0x00000004,
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SCANLINES = 0x00000008
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};
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enum ShaderFlags {
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BGRA_TO_RGBA = 0x00000001,
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FONT_TEXTURE = 0x00000002,
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POST_PROCESSING = 0x00000004
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};
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// clang-format on
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struct Vertex {
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glm::vec2 position;
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glm::vec2 texture;
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unsigned int color;
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float opacity;
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float saturation;
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float dimming;
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unsigned int shaders;
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unsigned int shaderFlags;
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Vertex()
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: opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, shaders {0}
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, shaderFlags {0}
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{
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}
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Vertex(const glm::vec2& position, const glm::vec2& textureCoord, const unsigned int color)
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: position(position)
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, texture(textureCoord)
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, color(color)
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, opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, shaders {0}
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, shaderFlags {0}
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{
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}
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};
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struct postProcessingParams {
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float opacity;
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float saturation;
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float dimming;
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bool convertBGRAToRGBA;
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unsigned int blurPasses;
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unsigned int shaders;
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: opacity {1.0f}
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, saturation {1.0f}
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, dimming {1.0f}
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, convertBGRAToRGBA {false}
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, blurPasses {1}
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, shaders {0}
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{
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@ -192,13 +198,7 @@ public:
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virtual void setSwapInterval() = 0;
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virtual void swapBuffers() = 0;
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// clang-format off
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static constexpr unsigned int SHADER_CORE {0x00000001};
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static constexpr unsigned int SHADER_BLUR_HORIZONTAL {0x00000002};
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static constexpr unsigned int SHADER_BLUR_VERTICAL {0x00000004};
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static constexpr unsigned int SHADER_SCANLINES {0x00000008};
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// clang-format on
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private:
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std::stack<Rect> mClipStack;
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SDL_Window* mSDLWindow {nullptr};
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glm::mat4 mProjectionMatrix {};
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@ -365,9 +365,9 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
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GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(srcBlendFactorFactor),
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convertBlendFactor(dstBlendFactorFactor)));
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if (vertices->shaders == 0 || vertices->shaders & SHADER_CORE) {
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if (vertices->shaders == 0 || vertices->shaders & Shader::CORE) {
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if (mCoreShader == nullptr)
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mCoreShader = getShaderProgram(SHADER_CORE);
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mCoreShader = getShaderProgram(Shader::CORE);
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if (mCoreShader) {
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if (mLastShader != mCoreShader)
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mCoreShader->activateShaders();
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@ -379,16 +379,14 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
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mCoreShader->setOpacity(vertices->opacity);
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mCoreShader->setSaturation(vertices->saturation);
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mCoreShader->setDimming(vertices->dimming);
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mCoreShader->setBGRAToRGBA(vertices->convertBGRAToRGBA);
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mCoreShader->setFont(vertices->font);
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mCoreShader->setPostProcessing(vertices->postProcessing);
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mCoreShader->setFlags(vertices->shaderFlags);
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
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mLastShader = mCoreShader;
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}
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}
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else if (vertices->shaders & SHADER_BLUR_HORIZONTAL) {
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else if (vertices->shaders & Shader::BLUR_HORIZONTAL) {
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if (mBlurHorizontalShader == nullptr)
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mBlurHorizontalShader = getShaderProgram(SHADER_BLUR_HORIZONTAL);
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mBlurHorizontalShader = getShaderProgram(Shader::BLUR_HORIZONTAL);
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if (mBlurHorizontalShader) {
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if (mLastShader != mBlurHorizontalShader)
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mBlurHorizontalShader->activateShaders();
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@ -403,9 +401,9 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
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}
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return;
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}
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else if (vertices->shaders & SHADER_BLUR_VERTICAL) {
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else if (vertices->shaders & Shader::BLUR_VERTICAL) {
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if (mBlurVerticalShader == nullptr)
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mBlurVerticalShader = getShaderProgram(SHADER_BLUR_VERTICAL);
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mBlurVerticalShader = getShaderProgram(Shader::BLUR_VERTICAL);
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if (mBlurVerticalShader) {
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if (mLastShader != mBlurVerticalShader)
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mBlurVerticalShader->activateShaders();
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@ -420,9 +418,9 @@ void RendererOpenGL::drawTriangleStrips(const Vertex* vertices,
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}
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return;
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}
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else if (vertices->shaders & SHADER_SCANLINES) {
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else if (vertices->shaders & Shader::SCANLINES) {
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if (mScanlinelShader == nullptr)
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mScanlinelShader = getShaderProgram(SHADER_SCANLINES);
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mScanlinelShader = getShaderProgram(Shader::SCANLINES);
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float shaderWidth {width * 1.2f};
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// Scale the scanlines relative to screen resolution.
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float screenHeightModifier {getScreenHeightModifier()};
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@ -481,16 +479,16 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
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vertices->opacity = parameters.opacity;
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vertices->saturation = parameters.saturation;
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vertices->dimming = parameters.dimming;
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vertices->postProcessing = true;
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vertices->shaderFlags = ShaderFlags::POST_PROCESSING;
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if (shaders & SHADER_CORE)
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shaderList.push_back(SHADER_CORE);
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if (shaders & SHADER_BLUR_HORIZONTAL)
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shaderList.push_back(SHADER_BLUR_HORIZONTAL);
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if (shaders & SHADER_BLUR_VERTICAL)
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shaderList.push_back(SHADER_BLUR_VERTICAL);
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if (shaders & SHADER_SCANLINES)
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shaderList.push_back(SHADER_SCANLINES);
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if (shaders & Shader::CORE)
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shaderList.push_back(Shader::CORE);
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if (shaders & Shader::BLUR_HORIZONTAL)
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shaderList.push_back(Shader::BLUR_HORIZONTAL);
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if (shaders & Shader::BLUR_VERTICAL)
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shaderList.push_back(Shader::BLUR_VERTICAL);
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if (shaders & Shader::SCANLINES)
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shaderList.push_back(Shader::SCANLINES);
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setMatrix(getIdentity());
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bindTexture(mPostProcTexture1);
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@ -511,8 +509,8 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
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int shaderPasses = 1;
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// For the blur shaders there is an optional variable to set the number of passes
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// to execute, which proportionally affects the blur amount.
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if (shaderList[i] == Renderer::SHADER_BLUR_HORIZONTAL ||
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shaderList[i] == Renderer::SHADER_BLUR_VERTICAL) {
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if (shaderList[i] == Renderer::Shader::BLUR_HORIZONTAL ||
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shaderList[i] == Renderer::Shader::BLUR_VERTICAL) {
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shaderPasses = parameters.blurPasses;
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}
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@ -22,9 +22,7 @@ ShaderOpenGL::ShaderOpenGL()
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, mShaderOpacity {0}
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, mShaderSaturation {0}
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, mShaderDimming {0}
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, mShaderBGRAToRGBA {0}
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, mShaderFont {0}
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, mShaderPostProcessing {0}
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, mShaderFlags {0}
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{
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}
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@ -125,9 +123,7 @@ void ShaderOpenGL::getVariableLocations(GLuint programID)
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mShaderOpacity = glGetUniformLocation(mProgramID, "opacity");
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mShaderSaturation = glGetUniformLocation(mProgramID, "saturation");
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mShaderDimming = glGetUniformLocation(mProgramID, "dimming");
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mShaderBGRAToRGBA = glGetUniformLocation(mProgramID, "BGRAToRGBA");
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mShaderFont = glGetUniformLocation(mProgramID, "font");
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mShaderPostProcessing = glGetUniformLocation(mProgramID, "postProcessing");
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mShaderFlags = glGetUniformLocation(mProgramID, "shaderFlags");
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}
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void ShaderOpenGL::setModelViewProjectionMatrix(glm::mat4 mvpMatrix)
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@ -178,22 +174,10 @@ void ShaderOpenGL::setDimming(GLfloat dimming)
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GL_CHECK_ERROR(glUniform1f(mShaderDimming, dimming));
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}
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void ShaderOpenGL::setBGRAToRGBA(GLboolean BGRAToRGBA)
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void ShaderOpenGL::setFlags(GLuint flags)
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{
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if (mShaderBGRAToRGBA != -1)
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GL_CHECK_ERROR(glUniform1i(mShaderBGRAToRGBA, BGRAToRGBA ? 1 : 0));
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}
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void ShaderOpenGL::setFont(GLboolean font)
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{
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if (mShaderFont != -1)
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GL_CHECK_ERROR(glUniform1i(mShaderFont, font ? 1 : 0));
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}
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void ShaderOpenGL::setPostProcessing(GLboolean postProcessing)
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{
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if (mShaderPostProcessing != -1)
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GL_CHECK_ERROR(glUniform1i(mShaderPostProcessing, postProcessing ? 1 : 0));
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if (mShaderFlags != -1)
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GL_CHECK_ERROR(glUniform1ui(mShaderFlags, flags));
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}
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void ShaderOpenGL::activateShaders()
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@ -71,9 +71,7 @@ public:
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void setOpacity(GLfloat opacity);
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void setSaturation(GLfloat saturation);
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void setDimming(GLfloat dimming);
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void setBGRAToRGBA(GLboolean BGRAToRGBA);
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void setFont(GLboolean font);
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void setPostProcessing(GLboolean postProcessing);
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void setFlags(GLuint flags);
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// Sets the shader program to use the loaded shaders.
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void activateShaders();
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// Sets the shader program to 0 which reverts to the fixed function pipeline.
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@ -97,9 +95,7 @@ private:
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GLint mShaderOpacity;
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GLint mShaderSaturation;
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GLint mShaderDimming;
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GLint mShaderBGRAToRGBA;
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GLint mShaderFont;
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GLint mShaderPostProcessing;
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GLint mShaderFlags;
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};
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#endif // ES_CORE_RENDERER_SHADER_OPENGL_H
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@ -397,7 +397,7 @@ void Font::renderTextCache(TextCache* cache)
|
|||
assert(*it->textureIdPtr != 0);
|
||||
|
||||
auto vertexList = *it;
|
||||
it->verts[0].font = true;
|
||||
it->verts[0].shaderFlags = Renderer::ShaderFlags::FONT_TEXTURE;
|
||||
|
||||
mRenderer->bindTexture(*it->textureIdPtr);
|
||||
mRenderer->drawTriangleStrips(&it->verts[0],
|
||||
|
|
|
@ -63,24 +63,27 @@ COMPAT_VARYING COMPAT_PRECISION vec2 texCoord;
|
|||
uniform COMPAT_PRECISION float opacity;
|
||||
uniform COMPAT_PRECISION float saturation;
|
||||
uniform COMPAT_PRECISION float dimming;
|
||||
uniform int BGRAToRGBA;
|
||||
uniform int font;
|
||||
uniform int postProcessing;
|
||||
uniform sampler2D myTexture;
|
||||
uniform unsigned int shaderFlags;
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
// shaderFlags:
|
||||
// 0x00000001 - BGRA to RGBA conversion
|
||||
// 0x00000002 - Font texture
|
||||
// 0x00000004 - Post processing
|
||||
|
||||
void main()
|
||||
{
|
||||
COMPAT_PRECISION vec4 sampledColor = COMPAT_TEXTURE(myTexture, texCoord);
|
||||
COMPAT_PRECISION vec4 sampledColor = COMPAT_TEXTURE(textureSampler, texCoord);
|
||||
|
||||
// For fonts the alpha information is stored in the red channel.
|
||||
if (font == 1)
|
||||
if (0u != (shaderFlags & 2u))
|
||||
sampledColor = vec4(1.0f, 1.0f, 1.0f, sampledColor.r);
|
||||
|
||||
sampledColor *= color;
|
||||
|
||||
// When post-processing we drop the alpha channel to avoid strange issues
|
||||
// with some graphics drivers.
|
||||
if (postProcessing == 1)
|
||||
if (0u != (shaderFlags & 4u))
|
||||
sampledColor.a = 1.0f;
|
||||
|
||||
// Opacity.
|
||||
|
@ -101,7 +104,7 @@ void main()
|
|||
}
|
||||
|
||||
// BGRA to RGBA conversion.
|
||||
if (BGRAToRGBA == 1)
|
||||
if (0u != (shaderFlags & 1u))
|
||||
sampledColor = vec4(sampledColor.bgr, sampledColor.a);
|
||||
|
||||
FragColor = sampledColor;
|
||||
|
|
Loading…
Reference in a new issue