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https://github.com/curioustorvald/Terrarum.git
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colour grading proof-of-concept on postprocessing
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@@ -236,7 +236,6 @@ public class App implements ApplicationListener {
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public static ShaderProgram shaderHicolour;
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public static ShaderProgram shaderDebugDiff;
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public static ShaderProgram shaderPassthruRGBA;
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public static ShaderProgram shaderDitherRGBA;
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public static ShaderProgram shaderColLUT;
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public static ShaderProgram shaderReflect;
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public static ShaderProgram shaderGhastlyWhite;
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@@ -444,7 +443,6 @@ public class App implements ApplicationListener {
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shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
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shaderPassthruRGBA = SpriteBatch.createDefaultShader();
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shaderDitherRGBA = loadShaderFromClasspath("shaders/default.vert", "shaders/float_to_disp_dither.frag"); // always load the shader regardless of config because the config may cange
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
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shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
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@@ -592,6 +590,8 @@ public class App implements ApplicationListener {
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KeyToggler.INSTANCE.update(currentScreen instanceof TerrarumIngame);
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// nested FBOs are just not a thing in GL!
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FrameBufferManager.end();
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