Created
August 5, 2016 10:45
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this is an attempt to port this shader to libgdx https://www.shadertoy.com/view/XdcXDN#
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package de.qx.shaders.CustomFrameBuffer; | |
import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.Screen; | |
import com.badlogic.gdx.assets.AssetManager; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.Texture; | |
import com.badlogic.gdx.graphics.g2d.SpriteBatch; | |
import com.badlogic.gdx.graphics.g2d.TextureRegion; | |
import de.qx.shaders.ShaderManager; | |
/** | |
* @author Michael "molp" Olp | |
*/ | |
public class FrameBufferScreen implements Screen { | |
private static final String MARBLE = "img/tex02.jpg"; | |
private static final String BUFFER_A = "img/black.png"; | |
private AssetManager assetManager; | |
private boolean assetsLoaded; | |
private final SpriteBatch batch; | |
private ShaderManager shaderManager; | |
private TextureRegion marble; | |
private TextureRegion bufferA; | |
private float time = 100f; | |
public FrameBufferScreen() { | |
assetManager = new AssetManager(); | |
assetManager.load(MARBLE, Texture.class); | |
assetManager.load(BUFFER_A, Texture.class); | |
shaderManager = new ShaderManager(assetManager); | |
shaderManager.loadShader("bufferA", "default.vert", "bufferA.frag"); | |
shaderManager.loadShader("dissolve", "default.vert", "dissolve.frag"); | |
shaderManager.loadShader("default", "default.vert", "default.frag"); | |
batch = new SpriteBatch(); | |
} | |
@Override | |
public void render(float delta) { | |
Gdx.gl.glClearColor(0f, 0f, 0f, 1f); | |
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); | |
if (!assetsLoaded) { | |
if (assetManager.update()) { | |
assetsLoaded = true; | |
build(); | |
} | |
} else { | |
shaderManager.beginFrameBuffer("frameBuffer01"); | |
shaderManager.begin("bufferA"); | |
batch.enableBlending(); | |
batch.begin(); | |
batch.setShader(shaderManager.getCurrentShader()); | |
shaderManager.setUniformMatrix("u_projTrans", batch.getProjectionMatrix()); | |
shaderManager.setUniform2fv("iMouse", new float[]{Gdx.input.getX(), Gdx.input.getY()}); | |
shaderManager.setUniformTexture("u_texture", shaderManager.getFrameBuffer("frameBuffer01").getColorBufferTexture()); | |
shaderManager.setUniform2fv("iResolution", new float[]{Gdx.graphics.getWidth(), Gdx.graphics.getHeight()}); | |
batch.draw(bufferA, 0f, 0f); | |
batch.end(); | |
shaderManager.end(); | |
shaderManager.endFrameBuffer(); | |
shaderManager.begin("dissolve"); | |
shaderManager.setUniformMatrix("u_projTrans", batch.getProjectionMatrix()); | |
shaderManager.setUniform2fv("iResolution", new float[] { Gdx.graphics.getWidth(), Gdx.graphics.getHeight()}); | |
time+= 0.01; | |
shaderManager.setUniformf("iGlobalTime", time); | |
shaderManager.setUniformTexture("u_texture", marble.getTexture()); | |
shaderManager.setUniformTexture("u_texture1", shaderManager.getFrameBuffer("frameBuffer01").getColorBufferTexture()); | |
shaderManager.renderFrameBuffer("frameBuffer01"); | |
batch.setShader(shaderManager.getCurrentShader()); | |
batch.begin(); | |
batch.draw(marble, 0f, 0f); | |
batch.end(); | |
shaderManager.end(); | |
} | |
} | |
private void build() { | |
marble = new TextureRegion(assetManager.<Texture>get(MARBLE)); | |
bufferA = new TextureRegion(assetManager.<Texture>get(BUFFER_A)); | |
shaderManager.createFrameBuffer("frameBuffer01"); | |
} | |
@Override | |
public void resize(int width, int height) { | |
} | |
@Override | |
public void pause() { | |
} | |
@Override | |
public void resume() { | |
} | |
@Override | |
public void show() { | |
} | |
@Override | |
public void hide() { | |
} | |
@Override | |
public void dispose() { | |
shaderManager.dispose(); | |
assetManager.unload(MARBLE); | |
assetManager.unload(BUFFER_A); | |
assetManager.dispose(); | |
} | |
} |
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