renderergl2: reimplement greyscale as backend post after all 2D+3D draws

Fixes #654 - HUD/UI previously bypassed greyscale.
r_greyscale now supports partial desaturation [0-1].
Removed unused legacy logic from tr_shade.c
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Lojjik Braughler authored and Tim Angus committed 2025-11-11 12:21:15 +00:00
1 parent 7bd2c17f9d
commit 453705553b
9 files changed
+166 -111

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@@ -58,8 +58,8 @@ void FBO_Init(void);
void FBO_Shutdown(void);
void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend);
void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
void FBO_Blit(const FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
void FBO_FastBlit(const FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
#endif