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Make the dark layer affected by postprocessing shaders.

This has the side effect that elements on the dark layer will now properly
wiggle when affected by water ripples.
Before this patch, the dark layer was always drawn above the postprocessed
screen content, unaffected.
This commit is contained in:
fgenesis 2013-06-15 03:00:20 +02:00
parent 836de14093
commit 486e8f92ad

View file

@ -3852,10 +3852,6 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
int i = renderObjectLayerOrder[c];
if (i == -1) continue;
if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue;
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
{
afterEffectManager->render();
}
if (i == postProcessingFx.layer)
{
@ -3885,6 +3881,11 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
}
}
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
{
afterEffectManager->render();
}
RenderObjectLayer *r = &renderObjectLayers[i];
RenderObject::rlayer = r;
if (r->visible)