shader cleanup; a config key for higher bits per pixel on graphics

This commit is contained in:
minjaesong
2022-03-25 15:49:43 +09:00
parent af542e43a9
commit 327e000a54
17 changed files with 39 additions and 193 deletions

View File

@@ -19,7 +19,6 @@ import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.badlogic.gdx.utils.JsonValue;
import com.github.strikerx3.jxinput.XInputDevice;
import net.torvald.gdx.graphics.PixmapIO2;
import net.torvald.getcpuname.GetCpuName;
import net.torvald.terrarum.controller.GdxControllerAdapter;
import net.torvald.terrarum.controller.TerrarumController;
@@ -439,14 +438,16 @@ public class App implements ApplicationListener {
ditherPatterns[i] = t;
}
shaderBayerSkyboxFill = loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer_skyboxfill.frag");
shaderHicolour = loadShaderFromClasspath("shaders/4096.vert", "shaders/hicolour.frag");
shaderDebugDiff = loadShaderFromClasspath("shaders/4096.vert", "shaders/diff.frag");
shaderBayerSkyboxFill = loadShaderFromClasspath("shaders/default.vert",
"shaders/float_to_disp_dither_static.frag"
);
shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
shaderPassthruRGBA = SpriteBatch.createDefaultShader();
shaderDitherRGBA = loadShaderFromClasspath("shaders/4096.vert", "shaders/4096_bayer.frag"); // always load the shader regardless of config because the config may cange
shaderColLUT = loadShaderFromClasspath("shaders/4096.vert", "shaders/passthrurgb.frag");
shaderReflect = loadShaderFromClasspath("shaders/4096.vert", "shaders/reflect.frag");
shaderGhastlyWhite = loadShaderFromClasspath("shaders/4096.vert", "shaders/ghastlywhite.frag");
shaderDitherRGBA = loadShaderFromClasspath("shaders/default.vert", "shaders/float_to_disp_dither.frag"); // always load the shader regardless of config because the config may cange
shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
fullscreenQuad = new Mesh(
true, 4, 6,