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fix motion vectors going through gate
[carveJwlIkooP6JGAAIwe30JlM.git]
/
skaterift.c
diff --git
a/skaterift.c
b/skaterift.c
index bb278ffa71726b4baf4e70c84fafed9d9c421f2b..baa3b84c01a7887453807dead178322a2ba6281c 100644
(file)
--- a/
skaterift.c
+++ b/
skaterift.c
@@
-147,7
+147,6
@@
VG_STATIC void vg_update_post(void)
VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
- water_fb_resize();
}
VG_STATIC void present_view_with_post_processing(void)
}
VG_STATIC void present_view_with_post_processing(void)
@@
-162,25
+161,22
@@
VG_STATIC void present_view_with_post_processing(void)
shader_blitblur_use();
shader_blitblur_uTexMain( 0 );
shader_blitblur_uTexMotion( 1 );
shader_blitblur_use();
shader_blitblur_uTexMain( 0 );
shader_blitblur_uTexMotion( 1 );
- shader_blitblur_uBlurStrength( cl_blur_strength );
- glActiveTexture( GL_TEXTURE0 );
+ shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
if( cl_view_id == 0 )
if( cl_view_id == 0 )
-
glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background
);
+
render_fb_bind_texture( gpipeline.fb_main, 0, 0
);
else if( cl_view_id == 1 )
else if( cl_view_id == 1 )
-
glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background
);
+
render_fb_bind_texture( gpipeline.fb_main, 1, 0
);
else
else
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
render_fsquad();
}
VG_STATIC void render_scene(void)
{
render_fsquad();
}
VG_STATIC void render_scene(void)
{
-
glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background
);
+
render_fb_bind( gpipeline.fb_main
);
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
@@
-189,7
+185,7
@@
VG_STATIC void render_scene(void)
render_world( &main_camera );
render_water_texture( &main_camera );
render_world( &main_camera );
render_water_texture( &main_camera );
-
glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background
);
+
render_fb_bind( gpipeline.fb_main
);
render_water_surface( &main_camera );
render_world_gates( &main_camera );
}
render_water_surface( &main_camera );
render_world_gates( &main_camera );
}
@@
-202,7
+198,7
@@
VG_STATIC void render_menu(void)
VG_STATIC void render_player_into_world(void)
{
VG_STATIC void render_player_into_world(void)
{
-
glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background
);
+
render_fb_bind( gpipeline.fb_main
);
draw_player( &main_camera );
}
draw_player( &main_camera );
}