void addglare() { if(!glare || renderpath==R_FIXEDFUNCTION) return; glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); static Shader *glareshader = NULL; if(!glareshader) glareshader = lookupshaderbyname("glare"); glareshader->set(); glBindTexture(GL_TEXTURE_2D, glaretex.rendertex); setlocalparamf("glarescale", SHPARAM_PIXEL, 0, glarescale, glarescale, glarescale); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0); glEnd(); glDisable(GL_BLEND); }
void addglare() { if(!glare || renderpath==R_FIXEDFUNCTION) return; glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); SETSHADER(glare); glBindTexture(GL_TEXTURE_2D, glaretex.rendertex); setlocalparamf("glarescale", SHPARAM_PIXEL, 0, glarescale, glarescale, glarescale); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0); glEnd(); glDisable(GL_BLEND); }