namespace {
const char fullscreen_vs_source[] =
+ "attribute vec4 vertex;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_Position = gl_Vertex;\n"
- " texcoord = gl_Vertex.xy*0.5+0.5;\n"
+ " gl_Position = vertex;\n"
+ " texcoord = vertex.xy*0.5+0.5;\n"
"}\n";
}
namespace Msp {
namespace GL {
+void PostProcessor::render(Renderer &, const Texture2D &color, const Texture2D &depth)
+{
+ render(color, depth);
+}
+
Shader &PostProcessor::get_fullscreen_vertex_shader()
{
- static Shader shader(VERTEX_SHADER, fullscreen_vs_source);
+ static VertexShader shader(fullscreen_vs_source);
return shader;
}
const Mesh &PostProcessor::create_fullscreen_quad()
{
- static Mesh mesh(GL::VERTEX2);
+ static Mesh mesh(VERTEX2);
MeshBuilder builder(mesh);
builder.begin(TRIANGLE_STRIP);
builder.vertex(-1, 1);