]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
BlackWhite by Death
authorPeter Schaefer <schaeferpm@gmail.com>
Tue, 28 Jun 2016 04:23:41 +0000 (06:23 +0200)
committerPeter Schaefer <schaeferpm@gmail.com>
Tue, 28 Jun 2016 04:23:41 +0000 (06:23 +0200)
Weave/Scene/Scene.cpp
shader/lightingTexture_FS.hlsl

index 51acf9aadc211f2c5a8681b389a439ba1b175868..76fc7b977c4eb492b925ab105a234bbde172366a 100644 (file)
@@ -344,6 +344,9 @@ void Scene::draw() const
        Shader::getShader(SH_LIGHTING)->useShader();
        dirLight->updateDirLightView();
        shadowdir->getTexture()->useTexture(uPLightXP);
+
+       Shader::getShader(SH_ACTIVE)->setUniformLocation("uBlackAWhite", !timeflow);
+
        drawSceneObjects();
 
        /*DRAW BBOX WIRES*/
index 00840d04c00ccf297aeba878e1590f003334a7fa..e2559d9b1977e5ae264dcf29dc6cb85d1783c14f 100644 (file)
@@ -15,6 +15,7 @@ uniform vec4 material;                                        //vec4 in the form (ambient, point, directional, glos
 uniform vec3 dirLightColor;
 uniform vec3 AmbientLightColor;
 uniform bool uAddGlow = false;
+uniform bool uBlackAWhite = false;
 
 float DirLightCalcShadowFactor(vec4 LightSpacePos)
 {
@@ -63,6 +64,9 @@ void main()
        else
                AddGlow = vec4(0.f);
        
+       if (uBlackAWhite)
+               FragColor = vec4(dot(FragColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f)) * vec3(.6f, .3f, .3f), 1.f);
+
        //FragColor = vec4((normalize(worldNormal)+1)/2, 1.0f);
        //FragColor = vec4(length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, 1.0f);