4096 shader finally works... perhaps it needs bayer matrix?

This commit is contained in:
minjaesong
2017-07-05 18:30:53 +09:00
parent 1ca162f72e
commit 3eadb6b5e5
4 changed files with 85 additions and 53 deletions

View File

@@ -0,0 +1,67 @@
package net.torvald.terrarum
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
/**
* Created by minjaesong on 2017-07-05.
*/
fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
val config = LwjglApplicationConfiguration()
//config.useGL30 = true
config.vSyncEnabled = false
config.resizable = false
config.width = 1072
config.height = 742
config.foregroundFPS = 9999
LwjglApplication(ColorLimiterTest, config)
}
object ColorLimiterTest : ApplicationAdapter() {
lateinit var img: Texture
lateinit var shader4096: ShaderProgram
lateinit var batch: SpriteBatch
override fun create() {
ShaderProgram.pedantic = false
shader4096 = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096.frag"))
img = Texture("assets/test_texture.tga")
batch = SpriteBatch()
}
override fun render() {
Gdx.graphics.setTitle("TestTestTest — F: ${Gdx.graphics.framesPerSecond}")
Gdx.gl.glClearColor(.157f, .157f, .157f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.inUse {
batch.shader = shader4096
//batch.shader.setUniformf("iResolution", Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
batch.color = Color.WHITE
batch.draw(img, 0f, 0f)
batch.shader = null
}
}
override fun dispose() {
img.dispose()
}
}