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Temp commit. Auth3D Object HRC breakdown
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@@ -44,7 +44,7 @@ void post_process_aa::apply_mlaa(render_texture* rt,
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//shaders_ft.set(SHADER_FT_MLAA);
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uniform_value[U_ALPHA_MASK] = 0;
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shaders_ft.set(SHADER_FT_MLAA_EDGE);
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render_texture::draw_params(&shaders_ft, width, height, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
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render_texture::draw_params(&shaders_ft, width, height);
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mlaa_buffer[1].bind();
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gl_state_active_bind_texture_2d(0, mlaa_buffer[0].color_texture->tex);
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@@ -56,7 +56,7 @@ void post_process_aa::apply_mlaa(render_texture* rt,
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//shaders_ft.set(SHADER_FT_MLAA);
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uniform_value[U_MLAA_SEARCH] = 2;
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shaders_ft.set(SHADER_FT_MLAA_AREA);
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render_texture::draw_params(&shaders_ft, width, height, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
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render_texture::draw_params(&shaders_ft, width, height);
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buf_rt->bind();
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gl_state_active_bind_texture_2d(0, rt->color_texture->tex);
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@@ -67,7 +67,7 @@ void post_process_aa::apply_mlaa(render_texture* rt,
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//shaders_ft.set(SHADER_FT_MLAA);
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uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
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shaders_ft.set(SHADER_FT_MLAA_BLEND);
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render_texture::draw_params(&shaders_ft, width, height, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
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render_texture::draw_params(&shaders_ft, width, height);
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uniform_value[U_ALPHA_MASK] = 0;
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gl_state_active_bind_texture_2d(0, 0);
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gl_state_active_bind_texture_2d(1, 0);
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