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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-02 03:37:55 +03:00
post_process: merge aa into main struct
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@@ -541,7 +541,7 @@ namespace rndr {
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gl_state_enable_blend();
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gl_state_disable_cull_face();
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sprite_manager_draw(rctx, 2, true,
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pp->aa->temp_buffer.color_texture,
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pp->temp_buffer.color_texture,
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rctx->camera->view_projection_aet_3d);
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gl_state_enable_cull_face();
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gl_state_disable_blend();
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@@ -819,7 +819,7 @@ namespace rndr {
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gl_state_enable_blend();
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gl_state_disable_cull_face();
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sprite_manager_draw(rctx, 0, true,
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pp->aa->temp_buffer.color_texture,
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pp->temp_buffer.color_texture,
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rctx->camera->view_projection_aet_2d);
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gl_state_enable_cull_face();
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gl_state_disable_blend();
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@@ -839,7 +839,7 @@ namespace rndr {
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void RenderManager::pass_3d_contour(render_context* rctx) {
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RenderTexture* rt = &rctx->post_process.rend_texture;
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RenderTexture* contour_rt = &rctx->post_process.sss_contour_texture;
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RenderTexture* contour_rt = rctx->post_process.sss_contour_texture;
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gl_state_enable_blend();
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gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -888,7 +888,7 @@ namespace rndr {
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gl_state_enable_blend();
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gl_state_disable_cull_face();
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sprite_manager_draw(rctx, 1, true,
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pp->aa->temp_buffer.color_texture,
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pp->temp_buffer.color_texture,
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rctx->camera->view_projection_aet_2d);
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}
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}
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@@ -1175,7 +1175,7 @@ static bool draw_pass_shadow_litproj(render_context* rctx, light_proj* litproj)
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}
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static void draw_pass_sss_contour(render_context* rctx, post_process* pp) {
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pp->sss_contour_texture.Bind();
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pp->sss_contour_texture->Bind();
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_ALWAYS);
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gl_state_set_depth_mask(GL_TRUE);
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