diff --git a/src/elements/sprk.c b/src/elements/sprk.c index f9d3fda2c..2385e264b 100644 --- a/src/elements/sprk.c +++ b/src/elements/sprk.c @@ -178,11 +178,13 @@ int update_SPRK(UPDATE_FUNC_ARGS) { int graphics_SPRK(GRAPHICS_FUNC_ARGS) { - *firea = 10; - *firer = *colr*0.5; - *fireg = *colg; - *fireb = *colb*2; - *pixel_mode |= FIRE_ADD; - *pixel_mode |= PMODE_BLUR; + //*firea = 80; + //*firer = *colr*0.5; + //*fireg = *colg; + //*fireb = *colb*2; + *colr *= 0.5; + *colb *= 2; + //*pixel_mode |= FIRE_ADD; + *pixel_mode |= PMODE_GLOW; return 1; } diff --git a/src/graphics.c b/src/graphics.c index ffcf38548..bd8eb17e5 100644 --- a/src/graphics.c +++ b/src/graphics.c @@ -2351,21 +2351,28 @@ void render_parts(pixel *vid) //Drawing the FBO onto the screen sounds like a cool idea now glEnable( GL_TEXTURE_2D ); - glUseProgram(lensProg); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, partsFboTex); - glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, partsTFX); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf); - glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, partsTFY); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf); - glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2); - glActiveTexture(GL_TEXTURE0); - //glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES); - //glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES); + if(cmode==CM_FANCY) + { + glUseProgram(lensProg); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, partsFboTex); + glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, partsTFX); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf); + glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, partsTFY); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf); + glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2); + glActiveTexture(GL_TEXTURE0); + //glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES); + //glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES); + } + else + { + glBindTexture(GL_TEXTURE_2D, partsFboTex); + } glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); @@ -2379,7 +2386,8 @@ void render_parts(pixel *vid) glVertex3f(XRES*sdl_scale, 0, 1.0); glEnd(); - glUseProgram(0); + if(cmode==CM_FANCY) + glUseProgram(0); glDisable( GL_TEXTURE_2D ); //Reset coords/offset