postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way

dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
This commit is contained in:
minjaesong
2017-11-02 17:47:52 +09:00
parent f5636fe0d3
commit 7cd7b4047f
9 changed files with 158 additions and 35 deletions

View File

@@ -131,14 +131,14 @@ object WeatherMixer {
//Terrarum.textureWhiteSquare.bind(0)
Terrarum.shaderBayerSkyboxFill.begin()
Terrarum.shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
Terrarum.shaderBayerSkyboxFill.setUniformf("topColor", topCol.r, topCol.g, topCol.b)
Terrarum.shaderBayerSkyboxFill.setUniformf("bottomColor", bottomCol.r, bottomCol.g, bottomCol.b)
Terrarum.shaderBayerSkyboxFill.setUniformf("parallax", parallax)
Terrarum.shaderBayerSkyboxFill.setUniformf("parallax_size", 1f/3f)
Terrarum.fullscreenQuad.render(Terrarum.shaderBayerSkyboxFill, GL20.GL_TRIANGLES)
Terrarum.shaderBayerSkyboxFill.end()
Terrarum.shaderSkyboxFill.begin()
Terrarum.shaderSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
Terrarum.shaderSkyboxFill.setUniformf("topColor", topCol.r, topCol.g, topCol.b)
Terrarum.shaderSkyboxFill.setUniformf("bottomColor", bottomCol.r, bottomCol.g, bottomCol.b)
Terrarum.shaderSkyboxFill.setUniformf("parallax", parallax)
Terrarum.shaderSkyboxFill.setUniformf("parallax_size", 1f/3f)
Terrarum.fullscreenQuad.render(Terrarum.shaderSkyboxFill, GL20.GL_TRIANGLES)
Terrarum.shaderSkyboxFill.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me