Beispiel #1
0
        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();
        }
Beispiel #2
0
        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();
        }