Now with Bloom!
ShaderLib Alpha v1.2
Alpha v1.2 (May 19, 2014)
- Bloom effect added to Lighting Engine (for situations where the lights are particularly bright)
- Added "enableBloom", "bloomQuality", "bloomMips", "bloomScale", and "bloomIntensity" options to settings.json
- Added methods to StandardLight: void setVelocity(Vector2f velocity), void setVelocity2(Vector2f velocity), Vector2f getVelocity(), Vector2f getVelocity2(), Vector2f setOffset(), Vector2f getOffset()
- Added methods to WaveDistortion and RippleDistortion: void setVelocity(Vector2f velocity), Vector2f getVelocity()
- Added methods to ShaderLib: void drawScreenQuad(float scale), void copyScreen(int texture, int textureUnit)
- Added "offset" column to lights CSV (how many pixels behind the projectile to spawn the standard light, which may be useful for missiles; ignored for beams)
- Added "fighterBrightnessScale" option to settings.json (default 0.5)
- Added two arguments (int texture, int textureUnit) to ShaderLib.screenDraw()
- Updated WaveDistortion texture (should act properly now; to get a sphere, set the intensity to 1/4 the size)
- Updated RippleDistortion texture
- Fixed enableLights and enableDistortion settings options
- Updated LightAPI's advance method to return a boolean representing whether it should be destroyed that frame or not