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How to keep translate within bounds java lwjgl
How to keep translate within bounds java lwjgl











how to keep translate within bounds java lwjgl

our original texcoord for this fragment vec2 tc = vTexCoord this will be our RGBA sum vec4 sum = vec4( 0.0) declare uniforms uniform sampler2D u_texture "in" attributes from our vertex shader varying vec4 vColor Lastly, we set up a sprite batcher initialized with the default shader, which we will use in Step 2 (rendering the game entities to FBO A without any blur). The last uniform, radius, determines the strength of the blur. The resolution will be used to determine the pixel size in the fragment shader, so we need to give it the FBO_SIZE. (1.0, 0.0) represents the X-axis, and (0.0, 1.0) represents the Y-axis. The dir uniform will be a vec2 defining which direction to blur along. setUniformf( "radius ", radius) //radius of blur setUniformf( "resolution ", FBO_SIZE) //size of FBO textureīlurShader.

how to keep translate within bounds java lwjgl

setUniformf( "dir ", 0f, 0f) //direction of blur nil for nowīlurShader. always a good idea to set up default uniforms.īlurShader. Good idea to log any warnings if they exist if (blurShader.

how to keep translate within bounds java lwjgl

getResourceAsStream( "res/shadertut/ag ")) īlurShader = new ShaderProgram( VERT, FRAG, SpriteBatch. our fragment shader, which does the blur in one direction at a time final String FRAG = Util. getResourceAsStream( "res/shadertut/lesson5.vert ")) our basic pass-through vertex shader final String VERT = Util.













How to keep translate within bounds java lwjgl