Simple post-processing shader implementation. No UI yet. Does not work together with AA yet. To use shader bad_bloom, for example, set PostProcessingShader under [Enhancements] in gfx_opengl.ini.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3380 8ced0084-cf51-0410-be5f-012b33b47a6e
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uniform samplerRECT samp0 : register(s0);
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const float2 samples[8] = {
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float2(-1.5, -1.5),
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float2(-2.5, 0),
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float2(-1.5, 1.5),
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float2(0, 2.5),
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float2(1.5, 1.5),
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float2(2.5, 0),
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float2(1.5, -1.5),
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float2(0, -2.5),
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};
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c_center = texRECT(samp0, uv0).rgba;
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float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
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uv0 += float2(0.3, 0.3);
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float radius1 = 1.3;
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius1);
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bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius1);
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float radius2 = 4.6;
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius2);
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bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius2);
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bloom_sum *= 0.07;
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bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
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bloom_sum = max(bloom_sum, float4(0,0,0,0));
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ocol0 = c_center * 0.7 + bloom_sum;
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}
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
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}
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@ -752,6 +752,14 @@
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RelativePath=".\Src\PixelShaderCache.h"
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>
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</File>
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<File
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RelativePath=".\Src\PostProcessing.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\PostProcessing.h"
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>
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</File>
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<File
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RelativePath=".\Src\Render.cpp"
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>
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@ -77,6 +77,7 @@ void Config::Load()
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iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
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iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
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iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
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iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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@ -169,6 +170,7 @@ void Config::Save()
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iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
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iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
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iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);
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iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable);
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iniFile.Set("Hacks", "EFBCopyDisableHotKey", bEFBCopyDisableHotKey);
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@ -66,6 +66,7 @@ struct Config
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int iMultisampleMode;
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bool bForceFiltering;
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int iMaxAnisotropy;
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std::string sPostProcessingShader;
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// Information
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bool bShowFPS;
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "VideoCommon.h"
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#include "FileUtil.h"
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#include "Config.h"
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#include "GLUtil.h"
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#include "PostProcessing.h"
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#include "PixelShaderCache.h"
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namespace PostProcessing
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{
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static std::string s_currentShader;
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static FRAGMENTSHADER s_shader;
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void Init()
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{
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s_currentShader = "";
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}
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void Shutdown()
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{
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s_shader.Destroy();
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}
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void ApplyShader()
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{
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#ifdef _WIN32
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if (GetAsyncKeyState(VK_LSHIFT))
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s_currentShader = "";
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#endif
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if (s_currentShader != "User/Shaders/" + g_Config.sPostProcessingShader + ".txt")
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{
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// Set immediately to prevent endless recompiles on failure.
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s_currentShader = "User/Shaders/" + g_Config.sPostProcessingShader + ".txt";
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s_shader.Destroy();
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if (!s_currentShader.empty())
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{
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std::string code;
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if (File::ReadFileToString(true, s_currentShader.c_str(), code))
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{
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if (!PixelShaderCache::CompilePixelShader(s_shader, code.c_str()))
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{
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ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
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}
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}
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else
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{
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ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
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}
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}
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else
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{
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ERROR_LOG(VIDEO, "No post-processing shader selected.");
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}
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}
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if (s_shader.glprogid == 0)
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{
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ERROR_LOG(VIDEO, "WTF");
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}
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else
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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}
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// If anything went wrong above, glprogid will be 0, which is OK.
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_shader.glprogid);
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}
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} // namespace
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _POSTPROCESSING_H_
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#define _POSTPROCESSING_H_
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#include "VideoCommon.h"
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#include "GLUtil.h"
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namespace PostProcessing
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{
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void Init();
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void Shutdown();
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void ApplyShader();
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} // namespace
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#endif // _POSTPROCESSING_H_
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@ -51,6 +51,7 @@
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#include "VertexShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "PostProcessing.h"
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#include "XFB.h"
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#include "OnScreenDisplay.h"
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#include "Timer.h"
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*/
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// Here's an opportunity to bind a fragment shader to do post processing.
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PostProcessing::ApplyShader();
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glBegin(GL_QUADS);
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glTexCoord2f(0, v_min); glVertex2f(-1, -1);
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glTexCoord2f(0, v_max); glVertex2f(-1, 1);
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@ -81,6 +81,7 @@ Make AA apply instantly during gameplay if possible
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#include "XFB.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#include "PostProcessing.h"
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#include "OnScreenDisplay.h"
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#include "Setup.h"
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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PostProcessing::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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void Shutdown(void)
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{
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Fifo_Shutdown();
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PostProcessing::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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