mirror of
https://github.com/hrydgard/ppsspp.git
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7d8aed096a
Spline36 isn't as amazing as I had hoped heh. And it will need work to work in GLSL ES. Anyway... This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Postprocessing shader manager
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// For FXAA, "Natural", bloom, B&W, cross processing and whatnot.
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#include <string>
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#include <vector>
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#include "file/ini_file.h"
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struct ShaderInfo {
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std::string iniFile; // which ini file was this definition in? So we can write settings back later
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std::string section; // ini file section. This is saved.
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std::string name; // Fancy display name. TODO: Not using yet.
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std::string fragmentShaderFile;
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std::string vertexShaderFile;
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// Run at output instead of input resolution
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bool outputResolution;
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// TODO: Add support for all kinds of fun options like mapping the depth buffer,
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// SRGB texture reads, multiple shaders chained, etc.
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bool operator == (const std::string &other) {
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return name == other;
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}
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};
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const ShaderInfo *GetPostShaderInfo(std::string name);
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const std::vector<ShaderInfo> &GetAllPostShaderInfo(); |