public void OnRenderFrame(float deltaTime, EnumRenderStage stage) { if (prog.Disposed) { return; } IShaderProgram curShader = capi.Render.CurrentActiveShader; curShader.Stop(); prog.Use(); capi.Render.GlToggleBlend(true); prog.SetDefaultUniforms(capi); prog.BindTexture2D("iColor", capi.Render.FrameBuffers[(int)EnumFrameBuffer.Primary].ColorTextureIds[0], 0); capi.Render.RenderMesh(quadRef); prog.Stop(); curShader.Use(); }
public void OnRenderFrame(float deltaTime, EnumRenderStage stage) { if (prog.Disposed) { return; } BlockPos Pos = capi.World.Player.Entity.Pos.AsBlockPos; IShaderProgram curShader = capi.Render.CurrentActiveShader; curShader.Stop(); prog.Use(); capi.Render.GlToggleBlend(true); prog.SetDefaultUniforms(capi); prog.BindTexture2D("iDepthBuffer", capi.Render.FrameBuffers[(int)EnumFrameBuffer.Primary].DepthTextureId, 0); prog.BindTexture2D("iColor", capi.Render.FrameBuffers[(int)EnumFrameBuffer.Primary].ColorTextureIds[0], 1); prog.BindTexture2D("iLight", capi.Render.FrameBuffers[(int)EnumFrameBuffer.Primary].ColorTextureIds[1], 2); capi.Render.RenderMesh(quadRef); prog.Stop(); curShader.Use(); }