Shader Improvements and cleanup

Added sharpen shader

Added support for bloom and sharpen shader

cleanup

cleanup
This commit is contained in:
danyalzia 2013-10-30 00:12:19 +05:00 committed by DanyalZia
parent 122f19a3cf
commit 950c961dbc
5 changed files with 79 additions and 4 deletions

View file

@ -835,7 +835,7 @@ void FramebufferManager::CopyDisplayToOutput() {
// These are in the output display coordinates
DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, 480.0f / (float)vfb->width, 272.0f / (float)vfb->height);
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
// An additional pass, FXAA to the extra FBO.
// An additional pass, post-processing shader to the extra FBO.
fbo_bind_as_render_target(extraFBOs_[0]);
int fbo_w, fbo_h;
fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h);
@ -844,7 +844,7 @@ void FramebufferManager::CopyDisplayToOutput() {
fbo_unbind();
// Use the extra FBO, with applied FXAA, as a texture.
// Use the extra FBO, with applied post-processing shader, as a texture.
// fbo_bind_color_as_texture(extraFBOs_[0], 0);
if (extraFBOs_.size() == 0) {
ERROR_LOG(G3D, "WTF?");