#include "postprocessor.h"
#include "shader.h"
-namespace {
-
-const char fullscreen_vs_source[] =
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = gl_Vertex;\n"
- " texcoord = gl_Vertex.xy*0.5+0.5;\n"
- "}\n";
-
-}
-
-
namespace Msp {
namespace GL {
-Shader &PostProcessor::get_fullscreen_vertex_shader()
+void PostProcessor::render(Renderer &, const Texture2D &color, const Texture2D &depth)
{
- static Shader shader(VERTEX_SHADER, fullscreen_vs_source);
- return shader;
+ render(color, depth);
}
const Mesh &PostProcessor::get_fullscreen_quad()
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);
return mesh;
}
+
+PostProcessor::Template::Template():
+ size_divisor(1)
+{ }
+
+
+PostProcessor::Template::Loader::Loader(Template &t):
+ DataFile::ObjectLoader<Template>(t)
+{
+ add("size_divisor", &Template::size_divisor);
+}
+
} // namespace GL
} // namespace Msp