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path: root/Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp34
1 files changed, 4 insertions, 30 deletions
diff --git a/Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
index 84fb0c4d1c..c0460e489a 100644
--- a/Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
+++ b/Source/Core/VideoBackends/OGL/Src/PostProcessing.cpp
@@ -25,18 +25,15 @@ static u32 s_width;
static u32 s_height;
static GLuint s_fbo;
static GLuint s_texture;
-static GLuint s_vao;
-static GLuint s_vbo;
static GLuint s_uniform_resolution;
static char s_vertex_shader[] =
- "in vec2 rawpos;\n"
- "in vec2 tex0;\n"
"out vec2 uv0;\n"
"void main(void) {\n"
- " gl_Position = vec4(rawpos,0,1);\n"
- " uv0 = tex0;\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ " uv0 = rawpos;\n"
"}\n";
void Init()
@@ -56,34 +53,14 @@ void Init()
glBindFramebuffer(GL_FRAMEBUFFER, s_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0);
FramebufferManager::SetFramebuffer(0);
-
- glGenBuffers(1, &s_vbo);
- glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
- GLfloat vertices[] = {
- -1.f, -1.f, 0.f, 0.f,
- -1.f, 1.f, 0.f, 1.f,
- 1.f, -1.f, 1.f, 0.f,
- 1.f, 1.f, 1.f, 1.f
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- glGenVertexArrays(1, &s_vao);
- glBindVertexArray( s_vao );
- glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
- glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
- glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
- glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
}
void Shutdown()
{
s_shader.Destroy();
- glDeleteFramebuffers(1, &s_vbo);
+ glDeleteFramebuffers(1, &s_fbo);
glDeleteTextures(1, &s_texture);
-
- glDeleteBuffers(1, &s_vbo);
- glDeleteVertexArrays(1, &s_vao);
}
void ReloadShader()
@@ -103,7 +80,6 @@ void BlitToScreen()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, s_width, s_height);
- glBindVertexArray(s_vao);
s_shader.Bind();
glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
@@ -111,7 +87,6 @@ void BlitToScreen()
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, s_texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindTexture(GL_TEXTURE_2D, 0);
/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo);
@@ -132,7 +107,6 @@ void Update ( u32 width, u32 height )
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, s_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
}
}