Add vignette to bloom shader, for that NEXT GEN FEELING!!! :D (eh)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3382 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-06-08 20:29:20 +00:00
parent 63ae48d9f9
commit e9a08dc281
2 changed files with 11 additions and 18 deletions

View File

@ -961,10 +961,10 @@ void Renderer::Swap(const TRectangle& rc)
PostProcessing::ApplyShader();
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
glTexCoord2f(0, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1);
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);