public void LoadTestShader_ShouldDrawAllRed() { testRenderImage.BeginDrawing(); GLSLShader currshader = resources.GetShader("RedShader"); currshader.SetParameter("TextureUnit0", testsprite.Texture); currshader.setAsCurrentShader(); testsprite.Draw(); testRenderImage.EndDrawing(); currshader.ResetCurrentShader(); testRenderImage.Blit(0, 0, 1280, 720, Color.White, BlitterSizeMode.Crop); resources.GetSprite("flashlight_mask").Draw(); }
public override void ProcessImage(RenderImage image) { var OstafLikesTheCock = new RenderImage(image.Height, image.Height); CluwneLib.CurrentRenderTarget = OstafLikesTheCock; image.Blit(0, 0, image.Height, image.Height, Color.White, BlitterSizeMode.Crop); CluwneLib.CurrentRenderTarget = image; CluwneLib.CurrentShader = _shader; _shader.SetParameter("SceneTexture", OstafLikesTheCock); _shader.setDuration((Math.Abs(_duration))); OstafLikesTheCock.Blit(0, 0, image.Height, image.Height, Color.White, BlitterSizeMode.Crop); CluwneLib.CurrentRenderTarget = null; CluwneLib.CurrentShader = null; OstafLikesTheCock.Dispose(); }
public override void ProcessImage(RenderImage image) { var OstafLikesTheCock = new RenderImage("CockLoverOstaf", image.Height, image.Height); OstafLikesTheCock.BeginDrawing(); image.Blit(0, 0, image.Height, image.Height, SFML.Graphics.Color.White, BlitterSizeMode.Crop); OstafLikesTheCock.EndDrawing(); image.BeginDrawing(); _shader.setAsCurrentShader(); _shader.SetParameter("SceneTexture", OstafLikesTheCock); _shader.setDuration((Math.Abs(_duration))); OstafLikesTheCock.Blit(0, 0, image.Height, image.Height, SFML.Graphics.Color.White, BlitterSizeMode.Crop); image.EndDrawing(); _shader.ResetCurrentShader(); OstafLikesTheCock.Dispose(); }
public override void Draw(double deltaTime) { RenderTexture rt = RenderTexture; if (rt == null) { if (Camera == null) { return; } else { rt = Camera.TargetTexture; } } if (!rt.Loaded) { return; } renderTexture.Bind(Color4.White); ccShader.UseShader(); ccShader.SetParameter(loc_resolution, MMW.RenderResolution.ToVector2().Inverse()); ccShader.SetParameter(loc_mvp, ref orthoMatrix, false); ccShader.SetParameter(loc_con, Contrast); ccShader.SetParameter(loc_sat, Saturation); ccShader.SetParameter(loc_brt, Brightness); ccShader.SetParameter(TextureUnit.Texture0, rt.ColorDst0); Drawer.DrawTextureMesh(); ccShader.UnuseShader(); rt.Bind(); Drawer.DrawTexture(renderTexture.ColorDst0); GL.BindTexture(TextureTarget.Texture2D, 0); }