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authorSmileTheory <SmileTheory@gmail.com>2016-04-05 02:37:05 -0700
committerTim Angus <tim@ngus.net>2016-04-07 11:54:15 +0100
commite1c7b8c9bd19f0e4d9b763d1f30c175e49c5397d (patch)
tree7255d93bc36493c9c82a6e95f09df93477179a6a /src/renderergl2/tr_fbo.h
parent137f8bc53e9895826548d0f398d6faaa36215bb5 (diff)
OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
Diffstat (limited to 'src/renderergl2/tr_fbo.h')
-rw-r--r--src/renderergl2/tr_fbo.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl2/tr_fbo.h b/src/renderergl2/tr_fbo.h
index 72b2c911..cb14af6b 100644
--- a/src/renderergl2/tr_fbo.h
+++ b/src/renderergl2/tr_fbo.h
@@ -57,7 +57,7 @@ void FBO_Bind(FBO_t *fbo);
void FBO_Init(void);
void FBO_Shutdown(void);
-void FBO_BlitFromTexture(struct image_s *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
+void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend);
void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);