-AmbientOcclusion::AmbientOcclusion(Resources &resources, unsigned w, unsigned h, float):
- occlude_target(w, h, (RENDER_COLOR,R8)),
- occlude_shader(resources.get<Program>("_ambientocclusion_occlude.glsl.shader")),
- combine_shader(resources.get<Program>("_ambientocclusion_combine.glsl.shader")),
- quad(resources.get<Mesh>("_fullscreen_quad.mesh")),
- linear_sampler(resources.get<Sampler>("_linear_clamp.samp")),
- nearest_sampler(resources.get<Sampler>("_nearest_clamp.samp"))
+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")),
+ combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
+ quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+ linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+ nearest_clamp_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
+ nearest_sampler(Resources::get_global().get<Sampler>("_nearest.samp"))