};
unsigned size = 512;
- PixelFormat format = RGB16F;
+ PixelFormat format = RGBA16F;
std::string environment_name;
unsigned roughness_levels = 5;
Vector3 fixed_position;
Sky::Sky(Renderable &c, DirectionalLight &s):
Effect(c),
sun(s),
- transmittance_lookup(128, 64, (COLOR_ATTACHMENT,RGB16F)),
+ transmittance_lookup(128, 64, (COLOR_ATTACHMENT,RGBA16F)),
transmittance_shprog(Resources::get_global().get<Program>("_sky_transmittance.glsl.shader")),
transmittance_lookup_dirty(true),
- distant(256, 128, (COLOR_ATTACHMENT,RGB16F)),
+ distant(256, 128, (COLOR_ATTACHMENT,RGBA16F)),
distant_shprog(Resources::get_global().get<Program>("_sky_distant.glsl.shader")),
fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
backdrop_shprog(Resources::get_global().get<Program>("_sky_backdrop.glsl.shader")),