GL cleanup
This commit is contained in:
@@ -14,7 +14,6 @@ import arc.graphics.gl.Shader;
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* @author kalle_h
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*/
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public class Bloom{
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/**
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* To use implement bloom more like a glow. Texture alpha channel can be
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* used as mask which part are glowing and which are not. see more info at:
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@@ -61,10 +60,8 @@ public class Bloom{
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*/
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public void resume(){
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bloomShader.begin();
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{
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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}
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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bloomShader.end();
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setSize(w, h);
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@@ -83,13 +80,11 @@ public class Bloom{
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* blending = false 32bits = true
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*/
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public Bloom(){
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4,
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null, false, false, true);
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4, null, false, false, true);
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}
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public Bloom(boolean useBlending){
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4,
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null, false, useBlending, true);
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4, null, false, useBlending, true);
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}
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/**
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@@ -105,8 +100,7 @@ public class Bloom{
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* and only do blooming on certain objects param use32bitFBO does
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* fbo use higher precision than 16bits.
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*/
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public Bloom(int FBO_W, int FBO_H, boolean hasDepth, boolean useBlending,
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boolean use32bitFBO){
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public Bloom(int FBO_W, int FBO_H, boolean hasDepth, boolean useBlending, boolean use32bitFBO){
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initialize(FBO_W, FBO_H, null, hasDepth, useBlending, use32bitFBO);
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}
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@@ -129,18 +123,14 @@ public class Bloom{
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* and only do blooming on certain objects param use32bitFBO does
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* fbo use higher precision than 16bits.
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*/
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public Bloom(int FBO_W, int FBO_H, FrameBuffer sceneIsCapturedHere,
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boolean useBlending, boolean use32bitFBO){
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initialize(FBO_W, FBO_H, sceneIsCapturedHere, false, useBlending,
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use32bitFBO);
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public Bloom(int FBO_W, int FBO_H, FrameBuffer sceneIsCapturedHere, boolean useBlending, boolean use32bitFBO){
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initialize(FBO_W, FBO_H, sceneIsCapturedHere, false, useBlending, use32bitFBO);
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disposeFBO = false;
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}
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private void initialize(int FBO_W, int FBO_H, FrameBuffer fbo,
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boolean hasDepth, boolean useBlending, boolean use32bitFBO){
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private void initialize(int FBO_W, int FBO_H, FrameBuffer fbo, boolean hasDepth, boolean useBlending, boolean use32bitFBO){
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blending = useBlending;
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Format format = null;
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Format format;
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if(use32bitFBO){
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if(useBlending){
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@@ -157,8 +147,7 @@ public class Bloom{
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}
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}
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if(fbo == null){
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frameBuffer = new FrameBuffer(format, Core.graphics.getWidth(),
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Core.graphics.getHeight(), hasDepth);
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frameBuffer = new FrameBuffer(format, Core.graphics.getWidth(), Core.graphics.getHeight(), hasDepth);
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}else{
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frameBuffer = fbo;
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}
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@@ -190,10 +179,8 @@ public class Bloom{
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setThreshold(0.5f);
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bloomShader.begin();
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{
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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}
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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bloomShader.end();
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}
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@@ -219,8 +206,8 @@ public class Bloom{
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if(!capturing){
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capturing = true;
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frameBuffer.begin();
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Core.gl.glClearColor(r, g, b, a);
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Core.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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Gl.clearColor(r, g, b, a);
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Gl.clear(Gl.colorBufferBit);
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}
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}
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@@ -252,23 +239,22 @@ public class Bloom{
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frameBuffer.end();
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}
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Core.gl.glDisable(GL20.GL_BLEND);
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Core.gl.glDisable(GL20.GL_DEPTH_TEST);
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Core.gl.glDepthMask(false);
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Gl.disable(Gl.blend);
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Gl.disable(Gl.depthTest);
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Gl.depthMask(false);
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gaussianBlur();
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if(blending){
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Core.gl.glEnable(GL20.GL_BLEND);
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Core.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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Gl.enable(Gl.blend);
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Gl.blendFunc(Gl.srcAlpha, Gl.oneMinusSrcAlpha);
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}
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pingPongTex1.bind(1);
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original.bind(0);
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bloomShader.begin();
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{
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fullScreenQuad.render(bloomShader, GL20.GL_TRIANGLE_FAN);
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}
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fullScreenQuad.render(bloomShader, Gl.triangleFan);
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bloomShader.end();
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}
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@@ -279,15 +265,9 @@ public class Bloom{
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original.bind(0);
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pingPongBuffer1.begin();
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{
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tresholdShader.begin();
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{
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// tresholdShader.setUniformi("u_texture0", 0);
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fullScreenQuad.render(tresholdShader, GL20.GL_TRIANGLE_FAN, 0,
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4);
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}
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tresholdShader.end();
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}
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tresholdShader.begin();
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fullScreenQuad.render(tresholdShader, Gl.triangleFan, 0, 4);
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tresholdShader.end();
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pingPongBuffer1.end();
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for(int i = 0; i < blurPasses; i++){
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@@ -296,30 +276,19 @@ public class Bloom{
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// horizontal
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pingPongBuffer2.begin();
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{
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blurShader.begin();
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{
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blurShader.setUniformf("dir", 1f, 0f);
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fullScreenQuad.render(blurShader, GL20.GL_TRIANGLE_FAN, 0,
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4);
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}
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blurShader.end();
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}
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blurShader.begin();
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blurShader.setUniformf("dir", 1f, 0f);
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fullScreenQuad.render(blurShader, Gl.triangleFan, 0, 4);
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blurShader.end();
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pingPongBuffer2.end();
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pingPongTex2.bind(0);
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// vertical
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pingPongBuffer1.begin();
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{
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blurShader.begin();
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{
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blurShader.setUniformf("dir", 0f, 1f);
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fullScreenQuad.render(blurShader, GL20.GL_TRIANGLE_FAN, 0,
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4);
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}
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blurShader.end();
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}
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blurShader.begin();
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blurShader.setUniformf("dir", 0f, 1f);
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fullScreenQuad.render(blurShader, Gl.triangleFan, 0, 4);
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blurShader.end();
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pingPongBuffer1.end();
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}
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}
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@@ -334,9 +303,7 @@ public class Bloom{
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public void setBloomIntesity(float intensity){
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bloomIntensity = intensity;
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bloomShader.begin();
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{
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bloomShader.setUniformf("BloomIntensity", intensity);
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}
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bloomShader.setUniformf("BloomIntensity", intensity);
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bloomShader.end();
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}
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@@ -350,9 +317,7 @@ public class Bloom{
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public void setOriginalIntesity(float intensity){
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originalIntensity = intensity;
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bloomShader.begin();
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{
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bloomShader.setUniformf("OriginalIntensity", intensity);
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}
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bloomShader.setUniformf("OriginalIntensity", intensity);
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bloomShader.end();
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}
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@@ -364,10 +329,7 @@ public class Bloom{
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public void setThreshold(float threshold){
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this.threshold = threshold;
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tresholdShader.begin();
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{
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tresholdShader.setUniformf("threshold", threshold,
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1f / (1 - threshold));
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}
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tresholdShader.setUniformf("threshold", threshold, 1f / (1 - threshold));
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tresholdShader.end();
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}
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@@ -384,8 +346,7 @@ public class Bloom{
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*/
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public void dispose(){
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try{
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if(disposeFBO)
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frameBuffer.dispose();
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if(disposeFBO) frameBuffer.dispose();
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fullScreenQuad.dispose();
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@@ -402,9 +363,10 @@ public class Bloom{
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private static Mesh createFullScreenQuad(){
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float[] verts = {-1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1, -1, 1, 0, 1};
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Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
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Usage.Position, 2, "a_position"), new VertexAttribute(
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Usage.TextureCoordinates, 2, "a_texCoord0"));
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Mesh tmpMesh = new Mesh(true, 4, 0,
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new VertexAttribute(Usage.Position, 2, "a_position"),
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new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")
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);
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tmpMesh.setVertices(verts);
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return tmpMesh;
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