Revision 9a3607b3
Added by Leszek Koltunski almost 7 years ago
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 399 | 399 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 400 | 400 |
// Render all children, one by one. If there are no postprocessing effects, just render to THIS. |
| 401 | 401 |
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing |
| 402 |
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild). |
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| 402 |
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild or blitWithDepth - depending |
|
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// on the type of rendering) |
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| 403 | 404 |
|
| 404 | 405 |
int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit) |
| 405 | 406 |
{
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| src/main/res/raw/preprocess_fragment_shader.glsl | ||
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| 29 | 29 |
void main() |
| 30 | 30 |
{
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| 31 | 31 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
| 32 |
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if( color.a != 0.0 ) |
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{
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fragColor = u_Color; |
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} |
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else |
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{
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discard; |
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} |
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fragColor = vec4(u_Color.rgb, sign(color.a)*u_Color.a); |
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| 41 | 33 |
} |
Also available in: Unified diff
Fix the preprocess shader. This makes the 'Postprocess Tree' app look good again.