| 1328 | } |
| 1329 | |
| 1330 | void GL_initializeShaders() |
| 1331 | { |
| 1332 | GL_loadShader(game.shaders.horizontalBlur, "shaders/post_GHB.v.glsl", |
| 1333 | "shaders/post_GHB.f.glsl"); |
| 1334 | GL_loadShader(game.shaders.verticalBlur, "shaders/post_GVB.v.glsl", |
| 1335 | "shaders/post_GVB.f.glsl"); |
| 1336 | GL_loadShader(game.shaders.wave, "shaders/post.v.glsl", |
| 1337 | "shaders/post_VW.f.glsl"); |
| 1338 | GL_loadShader(game.shaders.bilinear, "shaders/post.v.glsl", |
| 1339 | "shaders/post_CB.f.glsl"); |
| 1340 | GL_loadShader(game.shaders.sky, "shaders/none.v.glsl", |
| 1341 | "shaders/sky.f.glsl"); |
| 1342 | GL_loadShader(game.shaders.curvature, "shaders/post.v.glsl", |
| 1343 | "shaders/post_CURV.f.glsl"); |
| 1344 | |
| 1345 | game.shaders.uniformHBlurSize = |
| 1346 | glGetUniformLocation(game.shaders.horizontalBlur, "blurSize"); |
| 1347 | game.shaders.uniformVBlurSize = |
| 1348 | glGetUniformLocation(game.shaders.verticalBlur, "blurSize"); |
| 1349 | game.shaders.uniformOffset = |
| 1350 | glGetUniformLocation(game.shaders.wave, "offset"); |
| 1351 | game.shaders.uniformHBilinearSize = |
| 1352 | glGetUniformLocation(game.shaders.bilinear, "xSize"); |
| 1353 | game.shaders.uniformVBilinearSize = |
| 1354 | glGetUniformLocation(game.shaders.bilinear, "ySize"); |
| 1355 | game.shaders.uniformCurvature = |
| 1356 | glGetUniformLocation(game.shaders.curvature, "curvature"); |
| 1357 | |
| 1358 | glUseProgramObjectARB(game.shaders.sky); |
| 1359 | glUniform2f(glGetUniformLocationARB(game.shaders.sky, "resolution"), |
| 1360 | game.sceneRect.w / 4, game.sceneRect.h / 4); |
| 1361 | } |
| 1362 | |
| 1363 | void P_cleanup() |
| 1364 | { |
no test coverage detected