RenderTarget occlude_target;
const Program &occlude_shader;
const Program &combine_shader;
mutable ProgramData shdata;
const Mesh &quad;
const Sampler &linear_sampler;
RenderTarget occlude_target;
const Program &occlude_shader;
const Program &combine_shader;
mutable ProgramData shdata;
const Mesh &quad;
const Sampler &linear_sampler;
const Sampler &nearest_sampler;
public:
AmbientOcclusion(unsigned, unsigned, float = 1.0f);
private:
const Sampler &nearest_sampler;
public:
AmbientOcclusion(unsigned, unsigned, float = 1.0f);
private:
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);