- unsigned n_samples;
- float occlusion_radius;
- float darkness;
- float edge_depth_threshold;
-
- Template();
+ unsigned n_samples = 16;
+ float occlusion_radius = 0.5f;
+ float darkness = 1.0f;
+ float edge_depth_threshold = 0.1f;
const Program &occlude_shader;
const Program &combine_shader;
mutable ProgramData shdata;
const Mesh &quad;
const Sampler &linear_sampler;
const Program &occlude_shader;
const Program &combine_shader;
mutable ProgramData shdata;
const Mesh &quad;
const Sampler &linear_sampler;
- AmbientOcclusion(Resources &, unsigned, unsigned, float = 1.0f);
+ AmbientOcclusion(unsigned, unsigned, float = 1.0f);
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);