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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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@ -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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@ -955,7 +956,8 @@ void Renderer::Swap(const TRectangle& rc)
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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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