shader now works and alpha multiplying issue is fixed
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@ -147,7 +147,7 @@ timeline5: 1.0
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attached: false
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attached: false
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continuous: true
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continuous: true
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aligned: false
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aligned: false
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additive: false
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additive: true
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behind: false
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behind: false
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premultipliedAlpha: false
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premultipliedAlpha: false
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- Image Path -
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- Image Path -
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@ -131,17 +131,14 @@ public class GamePlayArea extends Stage {
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getBatch().setBlendFunction(-1, -1);
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getBatch().setBlendFunction(-1, -1);
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
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getBatch().setShader(null);
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getBatch().setShader(null);
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// use -1 to ignore.. somebody should fix this in LibGDX :\
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getBatch().setBlendFunction(-1, -1);
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// setup our alpha blending to avoid blending twice
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE);
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super.draw();
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super.draw();
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blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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getBatch().setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
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getBatch().begin();
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getBatch().begin();
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// getBatch().setShader(glowShader);
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getBatch().setShader(glowShader);
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getBatch().draw(fboRegion, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().draw(fboRegion, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().setShader(null);
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getBatch().setShader(null);
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getBatch().end();
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getBatch().end();
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