Renamed renderer::DOF3::main_filter
Renamed `renderer::DOF3::main_filter` back to `renderer::DOF3::apply_main_filter`
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@@ -672,7 +672,7 @@ namespace renderer {
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gl_state_bind_vertex_array(vao);
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render_tiles(depth_texture, true);
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downsample(color_texture, depth_texture, true);
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main_filter(true);
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apply_main_filter(true);
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upsample(rt, color_texture, depth_texture, true);
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gl_state_use_program(0);
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@@ -697,7 +697,7 @@ namespace renderer {
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gl_state_bind_vertex_array(vao);
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render_tiles(depth_texture, false);
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downsample(color_texture, depth_texture, false);
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main_filter(false);
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apply_main_filter(false);
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upsample(rt, color_texture, depth_texture, false);
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gl_state_use_program(0);
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@@ -745,8 +745,8 @@ namespace renderer {
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gl_state_end_event();
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}
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void DOF3::main_filter(bool f2) {
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gl_state_begin_event("renderer::DOF3::main_filter");
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void DOF3::apply_main_filter(bool f2) {
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gl_state_begin_event("renderer::DOF3::apply_main_filter");
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fbo[3].bind_buffer();
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glViewportDLL(0, 0, fbo[3].width, fbo[3].height);
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program[f2 ? 7 : 3].use_program();
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@@ -76,7 +76,7 @@ namespace renderer {
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void render_tiles(GLuint depth_texture, bool f2);
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void downsample(GLuint color_texture, GLuint depth_texture, bool f2);
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void main_filter(bool f2);
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void apply_main_filter(bool f2);
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void upsample(RenderTexture* rt, GLuint color_texture, GLuint depth_texture, bool f2);
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void init_textures(int32_t width, int32_t height);
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