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- swapped order of textures in burn shader to avoid some problems with the texture samplers.
- fixed: texture sampler state for the burn texture was never set.
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2 changed files with 5 additions and 4 deletions
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@ -150,6 +150,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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wipestartscreen = new FHardwareTexture(Width, Height, true);
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wipestartscreen->CreateTexture(NULL, Width, Height, 0, false, 0, false);
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GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
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GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE);
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glFinish();
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wipestartscreen->Bind(0, false, false, false);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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@ -515,9 +516,9 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.Apply();
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// Burn the new screen on top of it.
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fb->wipeendscreen->Bind(1, 0, false, false);
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fb->wipeendscreen->Bind(0, 0, false, false);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 0, false, 0, false);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0, false);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.SetEffect(EFF_NONE);
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@ -8,8 +8,8 @@ void main()
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{
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vec4 frag = vColor;
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vec4 t1 = texture2D(texture2, vTexCoord.xy);
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vec4 t2 = texture2D(tex, vec2(vTexCoord.x, 1.0-vTexCoord.y));
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vec4 t1 = texture2D(tex, vTexCoord.xy);
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vec4 t2 = texture2D(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
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FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
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}
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