the stars are rendered but still some works left

This commit is contained in:
minjaesong
2023-08-02 18:55:41 +09:00
parent 2ade76147c
commit 36d25c6479
3 changed files with 8 additions and 9 deletions

Binary file not shown.

View File

@@ -67,8 +67,9 @@ internal object WeatherMixer : RNGConsumer {
var forceSolarElev: Double? = null
var forceTurbidity: Double? = null
// doesn't work if the png is in greyscale/indexed mode
val starmapTex: TextureRegion = TextureRegion(Texture(ModMgr.getGdxFile("basegame", "weathers/astrum.png"))).also {
// it.texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
it.texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
it.texture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat)
}
@@ -225,7 +226,6 @@ internal object WeatherMixer : RNGConsumer {
batch.inUse {
batch.shader = shaderBlendMax
shaderBlendMax.setUniformi("tex1", 1)
shaderBlendMax.setUniformf("screenSize", App.scr.wf, App.scr.hf)
shaderBlendMax.setUniformf("drawOffset", 0f, gradY)
shaderBlendMax.setUniformf("drawOffsetSize", App.scr.wf, gH)
shaderBlendMax.setUniform2fv("skyboxUV1", uvs, 0, 2)

View File

@@ -13,7 +13,6 @@ out vec4 fragColor;
vec2 boolean = vec2(0.0, 1.0);
uniform vec2 screenSize;
uniform vec2 drawOffset; // value of the 'gradY'
uniform vec2 drawOffsetSize; // value of the 'gradH'
uniform vec2 skyboxUV1; // (u, v) for the skybox drawing
@@ -28,11 +27,11 @@ void main(void) {
vec2 astrumTexCoord = (v_texCoords * drawOffsetSize + drawOffset + astrumScroll) / tex1Size;
vec4 colorTex0 = texture(u_texture, skyboxTexCoord); // lightmap (RGB) pre-mixed
vec4 colorTex1 = texture(tex1, astrumTexCoord); // lightmap (A) pre-mixed
vec4 colorTex0 = texture(u_texture, skyboxTexCoord);
vec4 colorTex1 = texture(tex1, astrumTexCoord);
// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
fragColor = colorTex0;
fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
// fragColor = colorTex1;
}