- added a flash component to the colormap shader.

Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
This commit is contained in:
Christoph Oelckers 2020-06-07 09:16:56 +02:00
commit b06af634e2
17 changed files with 46 additions and 38 deletions

View file

@ -515,10 +515,10 @@ void OpenGLFrameBuffer::Draw2D()
}
}
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
//==========================================================================