Make bloom trail last for at most one frame

This commit is contained in:
2021-07-07 14:52:48 +02:00
parent d939ddc731
commit 5301b6d0bd
5 changed files with 27 additions and 42 deletions
-10
View File
@@ -68,8 +68,6 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
let vsize = divideSize resDiv vpsize
viewport $= (vppos, vsize)
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
--generateMipmap' Texture2D
-- store wall and light positions into buffer
nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
@@ -168,14 +166,10 @@ pingPongBlur :: RenderData -> IO ()
pingPongBlur pdata = do
bindFramebuffer Framebuffer $= fst3 (_fbo3 pdata)
textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
--generateMipmap' Texture2D
drawShader (_bloomBlurShader pdata) 4
bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
textureBinding Texture2D $= Just (snd3 $ _fbo3 pdata)
--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
--generateMipmap' Texture2D
drawShader (_bloomBlurShader pdata) 4
-- assumes that vertices have already been sent to the shader
@@ -187,14 +181,10 @@ pingPongBetween
pingPongBetween (fb1,to1) (fb2,to2) fs = do
bindFramebuffer Framebuffer $= fb2
textureBinding Texture2D $= Just to1
-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
-- generateMipmap' Texture2D
drawShader fs 4
bindFramebuffer Framebuffer $= fb1
textureBinding Texture2D $= Just to2
-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
-- generateMipmap' Texture2D
drawShader fs 4
renderShader