Separate cloud & surface lighting
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@@ -127,6 +127,7 @@ preloadRender = do
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-- transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
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bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
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lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
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lightingCloudShad <- makeSourcedShader "lighting/cloud" [vert, frag]
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distbo <- mglCreate glCreateBuffers
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let distbosize = sizeOf (0 :: Float) * 8 * 1024
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@@ -189,6 +190,7 @@ preloadRender = do
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-- , _transparencyCompShader = transcompshader
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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, _lightingCloudShader = lightingCloudShad
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, _bloomBlurShader = bloomBlurShad
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, _barrelShader = (barrelShad,distvbo)
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, _fbo2 = framebuf2
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