- 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.
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17 changed files with 46 additions and 38 deletions
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@ -515,10 +515,10 @@ void OpenGLFrameBuffer::Draw2D()
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}
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}
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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//==========================================================================
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