X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=a14d35085f73562775bfd4728f51b1e6c1b31d46;hb=9846a5c6e73b3a146084894a11550dbbf184a22a;hp=2775e854cfe1d73b4b5c7f3786e8d440f91a8a66;hpb=5687bb2b8cd7715b5a5c5bb1d75f42992a23a56c;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 2775e854..a14d3508 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include "ambientocclusion.h" #include "blend.h" @@ -110,14 +103,14 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): occlude_texturing.attach(1, rotate_lookup); - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0); - occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1); - occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h); + occlude_shdata.uniform("depth", 0); + occlude_shdata.uniform("rotate", 1); + occlude_shdata.uniform("screen_size", w, h); - combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0); - combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2); - combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h); + combine_shdata.uniform("color", 1); + combine_shdata.uniform("depth", 0); + combine_shdata.uniform("occlusion", 2); + combine_shdata.uniform("screen_size", w, h); set_depth_ratio(depth_ratio); set_darkness(1.5); @@ -135,13 +128,13 @@ void AmbientOcclusion::set_depth_ratio(float depth_ratio) { depth_ratio = 1/depth_ratio; - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio); - combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio); + occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio); + combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio); } void AmbientOcclusion::set_darkness(float darkness) { - occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness); + occlude_shdata.uniform("darkness", darkness); } void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)