Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- void renderWithShaders() {
- if (shadows || blur) {
- lightMap.frameBuffer.begin();
- Gdx.gl20.glClearColor(0f, 0f, 0f, 0f);
- Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
- }
- lightShader.setUniformi("u_mask", 8);
- Gdx.gl.glActiveTexture(GL10.GL_TEXTURE8);
- mask.bind();
- Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0);
- lightShader.begin();
- {
- lightShader.setUniformMatrix("u_projTrans", combined);
- final Light[] list = lightList.items;
- for (int i = 0, size = lightList.size; i < size; i++) {
- list[i].render();
- }
- }
- lightShader.end();
- if (shadows || blur) {
- lightMap.frameBuffer.end();
- lightMap.render();
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement