" 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"
" 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"
" sum -= 0.8;\n"
" }\n"
" gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\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"
" 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"
{
occlude_shader.attach_shader(get_fullscreen_vertex_shader());
occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
{
occlude_shader.attach_shader(get_fullscreen_vertex_shader());
occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
occlude_shader.link();
combine_shader.attach_shader(get_fullscreen_vertex_shader());
combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
occlude_shader.link();
combine_shader.attach_shader(get_fullscreen_vertex_shader());
combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
occlude_shdata.uniform("depth", 0);
occlude_shdata.uniform("rotate", 1);
occlude_shdata.uniform("depth", 0);
occlude_shdata.uniform("rotate", 1);
combine_shdata.uniform("color", 1);
combine_shdata.uniform("depth", 0);
combine_shdata.uniform("occlusion", 2);
combine_shdata.uniform("color", 1);
combine_shdata.uniform("depth", 0);
combine_shdata.uniform("occlusion", 2);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
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);