gl_engine: remove level parameter from blur

level parameter removed from blur and dropshadows shaders.
data structures alligment keeped
This commit is contained in:
Sergii Liebodkin 2025-07-17 16:49:48 +03:00 committed by Hermet Park
parent 7b59b1869d
commit d44098180c
2 changed files with 4 additions and 8 deletions

View file

@ -32,13 +32,11 @@
/* Gaussian Blur */
/************************************************************************/
#define GL_GAUSSIAN_MAX_LEVEL 3
struct GlGaussianBlur {
int level{};
float sigma{};
float scale{};
float extend{};
float dummy0{};
};
@ -64,7 +62,6 @@ void GlEffect::update(RenderEffectGaussianBlur* effect, const Matrix& transform)
blur->sigma = effect->sigma;
blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
blur->extend = 2 * blur->sigma * blur->scale;
blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
effect->rd = blur;
effect->valid = (blur->extend > 0);
}
@ -135,7 +132,6 @@ void GlEffect::update(RenderEffectDropShadow* effect, const Matrix& transform)
};
dropShadow->sigma = sigma;
dropShadow->scale = scale;
dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
dropShadow->color[3] = effect->color[3] / 255.0f;
//Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied:
dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3];

View file

@ -740,10 +740,10 @@ void main()
const char* GAUSSIAN_VERTICAL = R"(
uniform sampler2D uSrcTexture;
layout(std140) uniform Gaussian {
int level;
float sigma;
float scale;
float extend;
float dummy0;
} uGaussian;
in vec2 vUV;
@ -776,10 +776,10 @@ void main()
const char* GAUSSIAN_HORIZONTAL = R"(
uniform sampler2D uSrcTexture;
layout(std140) uniform Gaussian {
int level;
float sigma;
float scale;
float extend;
float dummy0;
} uGaussian;
in vec2 vUV;
@ -813,10 +813,10 @@ const char* EFFECT_DROPSHADOW = R"(
uniform sampler2D uSrcTexture;
uniform sampler2D uBlrTexture;
layout(std140) uniform DropShadow {
int level;
float sigma;
float scale;
float extend;
float dummy0;
vec4 color;
vec2 offset;
} uDropShadow;