]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Ensure that DepthTest and Blend get unbound for PostProcessors
[libs/gl.git] / source / bloom.cpp
index a715749608d45247cc1660b73de37044f75b4795..2160e147cb1b8877f1a657f7f15651362ebf26fa 100644 (file)
@@ -9,47 +9,14 @@
 
 using namespace std;
 
-namespace {
-
-static const char blur_fs[]=
-       "uniform sampler2D source;\n"
-       "uniform vec2 delta;\n"
-       "uniform float factors[19];\n"
-       "uniform int size;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
-       "       for(int i=0; i<=size*2; ++i)\n"
-       "               gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\n"
-       "}";
-
-static const char combine_fs[]=
-       "uniform sampler2D source;\n"
-       "uniform sampler2D blurred;\n"
-       "uniform float strength;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
-       "}";
-
-}
-
 namespace Msp {
 namespace GL {
 
 Bloom::Bloom(unsigned w, unsigned h):
+       blur_shader("bloom_blur.glsl"),
+       combine_shader("bloom_combine.glsl"),
        quad(get_fullscreen_quad())
 {
-       blur_shader.attach_shader(get_fullscreen_vertex_shader());
-       blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
-       blur_shader.link();
-
-       combine_shader.attach_shader(get_fullscreen_vertex_shader());
-       combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
-       combine_shader.link();
-
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
        blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
 
@@ -100,8 +67,7 @@ void Bloom::set_strength(float s)
 
 void Bloom::render(const Texture2D &src, const Texture2D &)
 {
-       BindRestore unbind_dtest(static_cast<DepthTest *>(0));
-       BindRestore unbind_blend(static_cast<Blend *>(0));
+       Bind bind_mesh(quad);
 
        {
                Bind bind_shader(blur_shader);