combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
+ occlude_target.set_texture_filter(LINEAR);
texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
unsigned seed = 1;
float AmbientOcclusion::random(unsigned &seed)
{
static const unsigned modulus = (1U<<31)-1;
- seed = (seed*48271)%modulus; // minstd
+ seed = (static_cast<UInt64>(seed)*48271)%modulus; // minstd
return static_cast<float>(seed)/(modulus-1);
}