namespace Msp {
namespace GL {
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
+AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h):
rotate_lookup(get_or_create_rotate_lookup()),
occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
{
Resources &resources = Resources::get_global();
- static const string name = "_ambientocclusion_rotate.tex2d";
+ static const string name = "_ambientocclusion_rotate.tex";
Texture2D *rotate_lookup = resources.find<Texture2D>(name);
if(rotate_lookup)
return *rotate_lookup;
renderer.set_shader_program(&occlude_shader, &shdata);
renderer.set_framebuffer(&occlude_target.get_framebuffer());
+ renderer.clear(0);
quad.draw(renderer);
renderer.set_framebuffer(out_fbo);
+ renderer.clear(0);
renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}