Revert fb_color to a texture so the fragment shader can access it (tcolor)
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173317484d
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1d967d0079
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@ -760,7 +760,7 @@ impl Renderer {
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struct TransInfo {
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main: gl::Framebuffer,
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fb_color: gl::Renderbuffer,
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fb_color: gl::Texture,
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_fb_depth: gl::Renderbuffer,
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trans: gl::Framebuffer,
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accum: gl::Texture,
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@ -855,14 +855,21 @@ impl TransInfo {
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// TODO: support rendering to a multisample renderbuffer for MSAA, using glRenderbufferStorageMultisample
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// https://github.com/iceiix/stevenarella/pull/442
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let fb_color = gl::Renderbuffer::new();
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fb_color.bind();
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fb_color.storage(width, height, gl::RGBA8);
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//fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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//fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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let fb_color = gl::Texture::new();
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fb_color.bind(gl::TEXTURE_2D);
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fb_color.image_2d(
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gl::TEXTURE_2D,
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0,
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width,
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height,
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gl::RGBA,
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gl::UNSIGNED_BYTE,
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None,
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);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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//main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &fb_color, 0);
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main.renderbuffer(gl::COLOR_ATTACHMENT_0, &fb_color);
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main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &fb_color, 0);
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let fb_depth = gl::Renderbuffer::new();
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fb_depth.bind();
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@ -915,7 +922,7 @@ impl TransInfo {
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gl::active_texture(1);
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self.revealage.bind(gl::TEXTURE_2D);
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gl::active_texture(2);
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self.fb_color.bind();
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self.fb_color.bind(gl::TEXTURE_2D);
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shader.program.use_program();
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shader.accum.set_int(0);
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