void LLPostProcess::applyShaders(void) { if (tweaks.useColorFilter()){ applyColorFilterShader(); checkError(); } if (tweaks.useNightVisionShader()){ /// If any of the above shaders have been called update the frame buffer; if (tweaks.useColorFilter()) { U32 tex = mSceneRenderTexture->getTexName() ; copyFrameBuffer(tex, screenW, screenH); } applyNightVisionShader(); checkError(); } if (tweaks.useBloomShader()){ /// If any of the above shaders have been called update the frame buffer; if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean()) { U32 tex = mSceneRenderTexture->getTexName() ; copyFrameBuffer(tex, screenW, screenH); } applyBloomShader(); checkError(); } }
void LLPostProcess::applyShaders(void) { bool copy_buffer = false; if (tweaks.useColorFilter()) { applyColorFilterShader(); checkError(); copy_buffer = true; } if (tweaks.useGaussBlurFilter()) { /// If any of the above shaders have been called update the frame buffer; if (copy_buffer) copyFrameBuffer(); applyGaussBlurShader(); checkError(); copy_buffer = true; } if (tweaks.useNightVisionShader()) { /// If any of the above shaders have been called update the frame buffer; if (copy_buffer) copyFrameBuffer(); applyNightVisionShader(); checkError(); copy_buffer = true; } }