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-rw-r--r--src/renderergl2/tr_backend.c52
-rw-r--r--src/renderergl2/tr_fbo.c39
-rw-r--r--src/renderergl2/tr_fbo.h1
-rw-r--r--src/renderergl2/tr_postprocess.c105
4 files changed, 77 insertions, 120 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index e6dd3cfa..ae475b02 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -21,6 +21,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
+#include "tr_fbo.h"
#include "tr_dsa.h"
backEndData_t *backEndData;
@@ -378,31 +379,20 @@ void RB_BeginDrawingView (void) {
if (glRefConfig.framebufferObject)
{
+ FBO_t *fbo = backEnd.viewParms.targetFbo;
+
// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
// drawing more world check is in case of double renders, such as skyportals
- if (backEnd.viewParms.targetFbo == NULL)
+ if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
+ fbo = tr.renderFbo;
+
+ if (tr.renderCubeFbo && fbo == tr.renderCubeFbo)
{
- if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
- {
- FBO_Bind(NULL);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
+ cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
+ FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer);
}
- else
- {
- FBO_Bind(backEnd.viewParms.targetFbo);
- // FIXME: hack for cubemap testing
- if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
- {
- cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
- //qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0);
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, cubemap->image->texnum, 0);
- }
- }
+ FBO_Bind(fbo);
}
//
@@ -781,14 +771,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
// FIXME: HUGE hack
if (glRefConfig.framebufferObject)
{
- if (!tr.renderFbo || backEnd.framePostProcessed)
- {
- FBO_Bind(NULL);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
+ FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
}
RB_SetGL2D();
@@ -874,16 +857,7 @@ const void *RB_StretchPic ( const void *data ) {
// FIXME: HUGE hack
if (glRefConfig.framebufferObject)
- {
- if (!tr.renderFbo || backEnd.framePostProcessed)
- {
- FBO_Bind(NULL);
- }
- else
- {
- FBO_Bind(tr.renderFbo);
- }
- }
+ FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
RB_SetGL2D();
@@ -1696,7 +1670,7 @@ const void *RB_ExportCubemaps(const void *data)
for (j = 0; j < 6; j++)
{
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, cubemap->image->texnum, 0);
+ FBO_AttachImage(tr.renderCubeFbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, j);
qglReadPixels(0, 0, r_cubemapSize->integer, r_cubemapSize->integer, GL_RGBA, GL_UNSIGNED_BYTE, p);
p += sideSize;
}
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index 6ee533f3..59b17032 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -208,13 +208,13 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
FBO_AttachImage
=================
*/
-void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment)
+void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside)
{
GLenum target = GL_TEXTURE_2D;
int index;
if (image->flags & IMGFLAG_CUBEMAP)
- target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
+ target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside;
qglNamedFramebufferTexture2D(fbo->frameBuffer, attachment, target, image->texnum, 0);
index = attachment - GL_COLOR_ATTACHMENT0_EXT;
@@ -289,15 +289,15 @@ void FBO_Init(void)
R_CheckFBO(tr.renderFbo);
tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
- FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT);
- FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
+ FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
+ FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.msaaResolveFbo);
}
else if (r_hdr->integer)
{
tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
- FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT);
- FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
+ FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
+ FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.renderFbo);
}
@@ -312,8 +312,8 @@ void FBO_Init(void)
if (r_drawSunRays->integer)
{
tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
- FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT);
- FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
+ FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT, 0);
+ FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunRaysFbo);
}
@@ -323,7 +323,7 @@ void FBO_Init(void)
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
{
tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
- FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_CheckFBO(tr.pshadowFbos[i]);
}
@@ -334,56 +334,56 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
- FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT);
+ FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
- FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.screenShadowFbo);
}
for (i = 0; i < 2; i++)
{
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
- FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.textureScratchFbo[i]);
}
{
tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
- FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.calcLevelsFbo);
}
{
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
- FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.targetLevelsFbo);
}
for (i = 0; i < 2; i++)
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
- FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.quarterFbo[i]);
}
if (r_ssao->integer)
{
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
- FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.hdrDepthFbo);
tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
- FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.screenSsaoFbo);
}
if (tr.renderCubeImage)
{
tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
- FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0_EXT);
+ FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_CheckFBO(tr.renderCubeFbo);
}
@@ -474,7 +474,10 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
int width, height;
if (!src)
+ {
+ ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n");
return;
+ }
if (inSrcBox)
{
diff --git a/src/renderergl2/tr_fbo.h b/src/renderergl2/tr_fbo.h
index 530fee5c..72b2c911 100644
--- a/src/renderergl2/tr_fbo.h
+++ b/src/renderergl2/tr_fbo.h
@@ -52,6 +52,7 @@ typedef struct FBO_s
int height;
} FBO_t;
+void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside);
void FBO_Bind(FBO_t *fbo);
void FBO_Init(void);
void FBO_Shutdown(void);
diff --git a/src/renderergl2/tr_postprocess.c b/src/renderergl2/tr_postprocess.c
index 35982fce..1952ae96 100644
--- a/src/renderergl2/tr_postprocess.c
+++ b/src/renderergl2/tr_postprocess.c
@@ -183,7 +183,7 @@ void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
}
- FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
+ FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
}
#else // higher quality blur, but slower
else if (blur > 1.0f)
@@ -217,7 +217,7 @@ void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float
FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
- FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
+ FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
}
#endif
}
@@ -232,49 +232,44 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
const float mul = powf(stretch, inc);
float scale;
- {
- vec2_t texScale;
+ alpha *= inc;
+ VectorSet4(color, alpha, alpha, alpha, 1.0f);
- texScale[0] =
- texScale[1] = 1.0f;
+ if (srcFbo)
+ VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
+ else
+ VectorSet4(srcBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
- alpha *= inc;
- VectorSet4(color, alpha, alpha, alpha, 1.0f);
+ VectorSet4(dstBox, x, y, w, h);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
- VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
- VectorSet4(dstBox, x, y, w, h);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0);
+ --passes;
+ scale = mul;
+ while (passes > 0)
+ {
+ float iscale = 1.f / scale;
+ float s0 = xcenter * (1.f - iscale);
+ float t0 = (1.0f - ycenter) * (1.f - iscale);
- --passes;
- scale = mul;
- while (passes > 0)
+ if (srcFbo)
{
- float iscale = 1.f / scale;
- float s0 = xcenter * (1.f - iscale);
- float t0 = (1.0f - ycenter) * (1.f - iscale);
- float s1 = iscale + s0;
- float t1 = iscale + t0;
-
- if (srcFbo)
- {
- srcBox[0] = s0 * srcFbo->width;
- srcBox[1] = t0 * srcFbo->height;
- srcBox[2] = (s1 - s0) * srcFbo->width;
- srcBox[3] = (t1 - t0) * srcFbo->height;
- }
- else
- {
- srcBox[0] = s0 * glConfig.vidWidth;
- srcBox[1] = t0 * glConfig.vidHeight;
- srcBox[2] = (s1 - s0) * glConfig.vidWidth;
- srcBox[3] = (t1 - t0) * glConfig.vidHeight;
- }
+ srcBox[0] = s0 * srcFbo->width;
+ srcBox[1] = t0 * srcFbo->height;
+ srcBox[2] = iscale * srcFbo->width;
+ srcBox[3] = iscale * srcFbo->height;
+ }
+ else
+ {
+ srcBox[0] = s0 * glConfig.vidWidth;
+ srcBox[1] = t0 * glConfig.vidHeight;
+ srcBox[2] = iscale * glConfig.vidWidth;
+ srcBox[3] = iscale * glConfig.vidHeight;
+ }
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
- scale *= mul;
- --passes;
- }
+ scale *= mul;
+ --passes;
}
}
@@ -329,7 +324,7 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
// From RB_DrawSun()
{
float dist;
- mat4_t trans, model, mvp;
+ mat4_t trans, model;
Mat4Translation( backEnd.viewParms.or.origin, trans );
Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
@@ -353,12 +348,8 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
// initialize quarter buffers
{
float mul = 1.f;
- vec2_t texScale;
ivec4_t rayBox, quarterBox;
- texScale[0] =
- texScale[1] = 1.0f;
-
VectorSet4(color, mul, mul, mul, 1);
if (srcFbo)
@@ -408,14 +399,10 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
// add result back on top of the main buffer
{
float mul = 1.f;
- vec2_t texScale;
-
- texScale[0] =
- texScale[1] = 1.0f;
VectorSet4(color, mul, mul, mul, 1);
- FBO_Blit(tr.quarterFbo[0], NULL, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
@@ -443,31 +430,27 @@ static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean h
{
ivec4_t srcBox, dstBox;
vec4_t color;
- vec2_t texScale;
-
- texScale[0] =
- texScale[1] = 1.0f;
VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0 );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
dx = offsets[1] * xmul;
dy = offsets[1] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
dx = offsets[2] * xmul;
dy = offsets[2] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
- FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
@@ -492,10 +475,6 @@ void RB_GaussianBlur(float blur)
{
ivec4_t srcBox, dstBox;
vec4_t color;
- vec2_t texScale;
-
- texScale[0] =
- texScale[1] = 1.0f;
VectorSet4(color, 1, 1, 1, 1);
@@ -507,7 +486,7 @@ void RB_GaussianBlur(float blur)
VectorSet4(srcBox, 0, 0, tr.whiteImage->width, tr.whiteImage->height);
VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- FBO_BlitFromTexture(tr.whiteImage, srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, GLS_DEPTHTEST_DISABLE);
+ FBO_BlitFromTexture(tr.whiteImage, srcBox, NULL, tr.textureScratchFbo[0], dstBox, NULL, color, GLS_DEPTHTEST_DISABLE);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// blur the tiny buffer horizontally and vertically
@@ -518,6 +497,6 @@ void RB_GaussianBlur(float blur)
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
color[3] = factor;
- FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, NULL, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, NULL, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
}