Remove old postprocessing system

This commit is contained in:
raysan5
2016-04-01 10:39:33 +02:00
parent 108055cd62
commit 06a8d7eb06
6 changed files with 13 additions and 262 deletions

View File

@@ -267,7 +267,6 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlEnablePostproFBO(void); // Enable rendering to postprocessing FBO
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
@@ -285,9 +284,6 @@ void rlglGenerateMipmaps(Texture2D texture); // Gene
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
void rlglInitPostpro(void); // Initialize postprocessing system
void rlglDrawPostpro(void); // Draw with postprocessing shader
Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
@@ -309,11 +305,9 @@ void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)