fix color bleeding

This commit is contained in:
2019-07-21 00:27:34 +02:00
parent 02fda636ab
commit 85d9c057f8
15 changed files with 258 additions and 221 deletions

View File

@@ -301,23 +301,15 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
{
sampler.bind(0);
sampler_linear.bind(1);
ShaderManager::use(kShader::TextureAlphaSep);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexA, 1);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
}
}