colour grading proof-of-concept on postprocessing

This commit is contained in:
minjaesong
2022-04-08 16:47:54 +09:00
parent 6238e92f65
commit 9b2d85c640
6 changed files with 143 additions and 38 deletions

View File

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