secondTexture = new Texture2D();
secondTexture.setWrap(Texture.WrapMode.Clamp);
secondTexture.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
tRenderer.setupTexture(secondTexture);
extractionShader = new GLSLShaderObjectsState();
try {
extractionShader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_extract.vert"));
extractionShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_extract.frag"));
} catch (final IOException ex) {
logger.logp(Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
}
extractionShader.setUniform("RT", 0);
// Create blur shader
blurShader = new GLSLShaderObjectsState();
try {
blurShader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_blur.vert"));
blurShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_blur.frag"));
} catch (final IOException ex) {
logger.logp(Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
}
blurShader.setUniform("RT", 0);
// Create blur shader horizontal
blurShaderHorizontal = new GLSLShaderObjectsState();
try {
blurShaderHorizontal.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(
BloomRenderPass.class, shaderDirectory + "bloom_blur.vert"));
blurShaderHorizontal.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(
BloomRenderPass.class, shaderDirectory + "bloom_blur_horizontal7.frag"));
} catch (final IOException ex) {
logger.logp(Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
}
blurShaderHorizontal.setUniform("RT", 0);
// Create blur shader vertical
blurShaderVertical = new GLSLShaderObjectsState();
try {
blurShaderVertical.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_blur.vert"));
blurShaderVertical.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(
BloomRenderPass.class, shaderDirectory + "bloom_blur_vertical7.frag"));
} catch (final IOException ex) {
logger.logp(Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
}
blurShaderVertical.setUniform("RT", 0);
// Create final shader(basic texturing)
finalShader = new GLSLShaderObjectsState();
try {
finalShader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_final.vert"));
finalShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
shaderDirectory + "bloom_final.frag"));