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