- 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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@ -232,7 +232,7 @@ static uint8_t ToIntColorComponent(float v)
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return clamp((int)(v * 255.0f + 0.5f), 0, 255);
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}
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void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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afterBloomDrawEndScene2D();
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@ -39,7 +39,7 @@ public:
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void SetTextureFilterMode() override;
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void BeginFrame() override;
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void BlurScene(float amount) override;
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void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void AmbientOccludeScene(float m5) override;
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//void SetSceneRenderTarget(bool useSSAO) override;
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