Lines Matching full:gbuffer
80 // Shader to translate the flip-flop FBO - gBuffer[1-current] -> gBuffer[current]
82 // Shader to add warped current frame to the flip-flop FBO - gBuffer[current]
85 FrameBuffer gBuffer[2];
90 // Index of the gBuffer FBO gWarper1 is going to write into
521 gBuffer[0].InitializeGLContext();
522 gBuffer[1].InitializeGLContext();
587 gBuffer[0].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
588 gBuffer[1].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
629 // gBuffer[1-gCurrentFBOIndex] --> gWarper1 --> gBuffer[gCurrentFBOIndex]
630 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
636 gWarper1.SetInputTextureName(gBuffer[1 - gCurrentFBOIndex].GetTextureName());
639 // gBufferInput[HR] --> gWarper2 --> gBuffer[gCurrentFBOIndex]
640 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
645 gPreviewImageHeight[HR], gBuffer[gCurrentFBOIndex].GetWidth(),
646 gBuffer[gCurrentFBOIndex].GetHeight());
651 // gBuffer[gCurrentFBOIndex] --> gPreview --> Screen
658 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
734 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
735 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
747 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
751 gBuffer[1 - gCurrentFBOIndex].GetTextureName());
752 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
753 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
769 // Clear gBuffer[0]
770 gWarper1.SetupGraphics(&gBuffer[0]);
772 // Clear gBuffer[1]
773 gWarper1.SetupGraphics(&gBuffer[1]);