quad(get_fullscreen_quad())
{
occlude_shader.attach_shader(get_fullscreen_vertex_shader());
- occlude_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, occlude_fs));
+ occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
occlude_shader.link();
combine_shader.attach_shader(get_fullscreen_vertex_shader());
- combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
combine_shader.link();
occlusion.storage(GL::RGB, w, h);