- 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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764605eaab
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17 changed files with 46 additions and 38 deletions
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@ -52,7 +52,7 @@ void FGLRenderer::RenderScreenQuad()
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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}
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//-----------------------------------------------------------------------------
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