#include "shaders/blitblur.h"
#include "shaders/blitcolour.h"
-#if 0
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#endif
-
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
+#define WORKSHOP_PREVIEW_WIDTH 504
+#define WORKSHOP_PREVIEW_HEIGHT 336
#ifndef RENDER_H
#define RENDER_H
"workshop_preview",
.link = &gpipeline.fb_workshop_preview,
.resolution_div = 0,
- .fixed_w = 504, .fixed_h = 336,
+ .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
.attachments =
{
{
vg_console_reg_cmd( "fb", render_framebuffer_control,
render_framebuffer_poll );
+ vg_console_reg_var( "render_scale", &gpipeline.view_render_scale,
+ k_var_dtype_f32, VG_VAR_PERSISTENT );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );