@Override public void create () { fb = new FrameBuffer(Format.RGBA8888, 200, 100, false); ffb = new FloatFrameBuffer(200, 100, false); // @off String vertexShader = "attribute vec4 a_position; " + "varying vec2 v_position; " + "void main(){ " + " v_position = a_position.xy; " + " gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); " + "}"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "uniform vec3 u_color;" + "uniform vec2 u_viewport; " + "void main(void){ " + " vec2 uv = gl_FragCoord.xy/u_viewport; " + " float res = mix(0.0, 0.0001, uv.x); " // <--- // regular (non-float) texture loses precision here, res == 0 for every fragment + " gl_FragColor = vec4(u_color, res); " + "}"; fbshader = new ShaderProgram(vertexShader, fragmentShader); vertexShader = "attribute vec4 a_position; " + "attribute vec4 a_color; " + "attribute vec2 a_texCoords; " + "uniform mat4 u_worldView; " + "varying vec4 v_color; " + "varying vec2 v_texCoords; " + "void main() " + "{ " + " v_color = a_color; " + " v_texCoords = a_texCoords; " + " gl_Position = u_worldView * a_position; " + "}"; fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec2 v_texCoords; " + "uniform sampler2D u_fbtex, u_ffbtex; " + "vec4 getValue(vec4 col) {" + " if (col.a > 0.00005)" + " return vec4(col.rgb, 1.0);" + " else" + " return vec4(0.0, 0.0, 0.0, 1.0);" + "}" + "void main() " + "{ " + " if (v_texCoords.y < 0.45)" + " gl_FragColor = getValue(texture2D(u_fbtex, v_texCoords)); " + " else if (v_texCoords.y > 0.55)" + " gl_FragColor = getValue(texture2D(u_ffbtex, v_texCoords)); " + "}"; // @on shader = new ShaderProgram(vertexShader, fragmentShader); createQuad(); screenCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); createScreenQuad(); }