+#define _USE_MATH_DEFINES
#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
" vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" sum += atan(dz/dxy)/1.570796;\n"
- " else if(dz<0)\n"
+ " else if(dz<0.0)\n"
" sum -= 0.8;\n"
" }\n"
" gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
" vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" {\n"
" sum += texture2D(occlusion, texcoord+offs).r;\n"
" count += 1.0;\n"
{
occlude_shader.attach_shader(get_fullscreen_vertex_shader());
occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
+ occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
occlude_shader.link();
combine_shader.attach_shader(get_fullscreen_vertex_shader());
combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+ combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
combine_shader.link();
occlusion.storage(RGB, w, h);
occlude_shdata.uniform("depth", 0);
occlude_shdata.uniform("rotate", 1);
- occlude_shdata.uniform("screen_size", w, h);
+ occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
combine_shdata.uniform("color", 1);
combine_shdata.uniform("depth", 0);
combine_shdata.uniform("occlusion", 2);
- combine_shdata.uniform("screen_size", w, h);
+ combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
set_depth_ratio(depth_ratio);
set_darkness(1.5);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
+ BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+ BindRestore unbind_blend(static_cast<Blend *>(0));
+ Bind bind_mesh(quad);
{
- Bind bind_fbo(fbo, true);
+ BindRestore bind_fbo(fbo);
Bind bind_tex(occlude_texturing);
Bind bind_shader(occlude_shader);
occlude_shdata.apply();