Remove Vulkan support

Anyway it was initial support
This commit is contained in:
korenkonder
2023-02-14 00:33:38 +03:00
parent ff121e6d94
commit e502874269
42 changed files with 533 additions and 24188 deletions
+6 -6
View File
@@ -203,7 +203,7 @@ void post_process::apply(camera* cam, texture* light_proj_tex, int32_t npr_param
glViewport(0, 0, t->width, t->height);
gl_state_active_bind_texture_2d(0, rend_texture.color_texture->tex);
gl_state_bind_sampler(0, samplers[0]);
shaders_ft.set_opengl_shader(SHADER_FT_REDUCE);
shaders_ft.set(SHADER_FT_REDUCE);
render_texture::draw_quad(&shaders_ft, render_width, render_height);
}
@@ -218,7 +218,7 @@ void post_process::apply(camera* cam, texture* light_proj_tex, int32_t npr_param
gl_state_bind_sampler(0, samplers[0]);
uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
uniform_value[U_REDUCE] = 0;
shaders_ft.set_opengl_shader(SHADER_FT_REDUCE);
shaders_ft.set(SHADER_FT_REDUCE);
render_texture::draw_quad(&shaders_ft, render_width, render_height);
uniform_value[U_ALPHA_MASK] = 0;
}
@@ -249,10 +249,10 @@ void post_process::apply(camera* cam, texture* light_proj_tex, int32_t npr_param
break;
}
shaders_ft.set_opengl_shader(SHADER_FT_MAGNIFY);
shaders_ft.set(SHADER_FT_MAGNIFY);
render_texture::draw_quad(&shaders_ft, render_width, render_height);
}
shader_opengl::unbind();
shader::unbind();
for (int32_t i = 0; i < 8; i++)
gl_state_bind_sampler(i, 0);
@@ -353,7 +353,7 @@ void post_process::draw_lens_flare(camera* cam) {
shader_data.g_emission = emission;
gl_state_active_bind_texture_2d(0, tex->tex);
shaders_ft.set_opengl_shader(SHADER_FT_SUN);
shaders_ft.set(SHADER_FT_SUN);
gl_state_bind_vertex_array(query_vao);
sun_quad_ubo.Bind(0);
@@ -598,7 +598,7 @@ void post_process::draw_lens_ghost(render_texture* rt) {
gl_state_set_blend_func(GL_ONE, GL_ONE);
uniform_value[U_REDUCE] = 4;
shaders_ft.set_opengl_shader(SHADER_FT_REDUCE);
shaders_ft.set(SHADER_FT_REDUCE);
gl_state_active_bind_texture_2d(0, lens_ghost_texture->tex);
gl_state_bind_vertex_array(lens_ghost_vao);
shaders_ft.draw_arrays(GL_TRIANGLES, 0, (GLsizei)(lens_ghost_count * 6LL));