lightmap drawing won't use spritebatch

This commit is contained in:
minjaesong
2019-02-20 23:06:35 +09:00
parent 72ad6dc4e0
commit b55fe09d9f
6 changed files with 56 additions and 43 deletions

View File

@@ -252,7 +252,7 @@ public class AppLoader implements ApplicationListener {
private static ShaderProgram shaderBayerSkyboxFill;
public static ShaderProgram shaderHicolour;
public static ShaderProgram shaderPassthru;
public static ShaderProgram shaderPassthruRGB;
public static ShaderProgram shaderColLUT;
public static Mesh fullscreenQuad;
@@ -308,8 +308,8 @@ public class AppLoader implements ApplicationListener {
// set GL graphics constants
shaderBayerSkyboxFill = loadShader("assets/4096.vert", "assets/4096_bayer_skyboxfill.frag");
shaderHicolour = loadShader("assets/4096.vert", "assets/hicolour.frag");
shaderPassthru = loadShader("assets/4096.vert", "assets/passthru.frag");
shaderColLUT = loadShader("assets/4096.vert", "assets/passthru.frag");
shaderPassthruRGB = loadShader("assets/4096.vert", "assets/passthrurgb.frag");
shaderColLUT = loadShader("assets/4096.vert", "assets/passthrurgb.frag");
fullscreenQuad = new Mesh(
true, 4, 6,
@@ -513,7 +513,7 @@ public class AppLoader implements ApplicationListener {
shaderBayerSkyboxFill.dispose();
shaderHicolour.dispose();
shaderPassthru.dispose();
shaderPassthruRGB.dispose();
shaderColLUT.dispose();
assetManager.dispose();