- FilterPostProcessor no longer use a different camera to render the fulscreen quad. This greatly simplify the multiviewport filtering handling and global uniform matrix will now be usable in fliter's shaders, because it uses the same cam as the back buffer scene.
- Changed the post.vert and post15.vert to do a very basic projection to screen, saves a 16 float uniform and replace 4 matrices multiplication with 4 MAD operations per filter. - Used ResolutionInverse instead of Resolution in FXAA to multiply instead of dividing once per pixel - Same in CartoonEdge - LightScattering now uses the standard post.vert and post15.vert - Various cleanups in SSAO git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10750 75d07b2b-3a1a-0410-a2c5-0572b91ccdcaexperimental
parent
0bb9822322
commit
afa9376b26
@ -1,14 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform vec3 m_LightPosition; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
varying vec2 texCoord; |
||||
varying vec2 lightPos; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
lightPos=m_LightPosition.xy; |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,11 +1,10 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
void main() { |
||||
vec2 pos = inPosition.xy * 2.0 - 1.0; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,12 +1,10 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
|
||||
in vec4 inPosition; |
||||
in vec2 inTexCoord; |
||||
|
||||
out vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
vec2 pos = inPosition.xy * 2.0 - 1.0; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
texCoord = inTexCoord; |
||||
} |
Loading…
Reference in new issue