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
489 gBuffer[0].InitializeGLContext();
490 gBuffer[1].InitializeGLContext();
549 gBuffer[0].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
550 gBuffer[1].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
596 // gBuffer[1-gCurrentFBOIndex] --> gWarper1 --> gBuffer[gCurrentFBOIndex]
597 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
601 gWarper1.SetInputTextureName(gBuffer[1 - gCurrentFBOIndex].GetTextureName());
604 // gBufferInput[HR] --> gWarper2 --> gBuffer[gCurrentFBOIndex]
605 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
608 gPreviewImageHeight[HR], gBuffer[gCurrentFBOIndex].GetWidth(),
609 gBuffer[gCurrentFBOIndex].GetHeight());
621 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
697 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
698 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
710 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
714 gBuffer[1 - gCurrentFBOIndex].GetTextureName());
715 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
716 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
732 // Clear gBuffer[0]
733 gWarper1.SetupGraphics(&gBuffer[0]);
735 // Clear gBuffer[1]
736 gWarper1.SetupGraphics(&gBuffer[1]);