combination fragment shader now uses exposure

This commit is contained in:
2018-09-03 22:52:17 -05:00
parent cd551a2bc1
commit 3c3d925e5a
3 changed files with 12 additions and 30 deletions

View File

@@ -69,6 +69,7 @@ public class BloomShader implements Disposable {
combineShader.begin();
combineShader.setUniformi("u_texture1", 1);
combineShader.setUniformf("exposure", 0.5f);
combineShader.end();
gaussianBlurShader.begin();
@@ -124,26 +125,6 @@ public class BloomShader implements Disposable {
screenBatch.flush();
vBlur.end();
if (bloomLevel > 2) {
// Horizontal gaussian blur
fboRegion.setTexture(vBlur.getColorBufferTexture());
hBlur.begin();
gaussianBlurShader.setUniformf("radius", 1.1f);
gaussianBlurShader.setUniformi("pass", 0);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
hBlur.end();
// //Vertical gaussian blur
fboRegion.setTexture(hBlur.getColorBufferTexture());
vBlur.begin();
gaussianBlurShader.setUniformi("pass", 1);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
vBlur.end();
}
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
screenBatch.setShader(combineShader);