- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
-
- combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
- combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
- combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
- combine_shdata.uniform(combine_shader.get_uniform_location("edge_threshold"), 0.05f);
-
- set_darkness(15);
-
- MeshBuilder bld(quad);
- bld.begin(TRIANGLE_STRIP);
- bld.vertex(-1, -1);
- bld.vertex(-1, 1);
- bld.vertex(1, -1);
- bld.vertex(1, 1);
- bld.end();
+ occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+ combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);