namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
- occlude_target(w, h, (RENDER_COLOR,RED)),
+ occlude_target(w, h, (RENDER_COLOR,R8)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
unsigned seed = 1;
- rotate_lookup.storage(RGBA, 4, 4, 1);
+ rotate_lookup.storage(RGBA8, 4, 4, 1);
rotate_lookup.get_default_sampler().set_filter(NEAREST);
unsigned char data[64];
for(unsigned i=0; i<16; ++i)
data[i*4+2] = 255-s;
data[i*4+3] = ((i+i/4)%2)*255;
}
- rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
+ rotate_lookup.image(0, data);
texturing.attach(3, rotate_lookup);