combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
combine_shader.link();
- occlusion.storage(GL::RGB, w, h);
- occlusion.set_min_filter(GL::NEAREST);
- occlusion.set_mag_filter(GL::NEAREST);
+ occlusion.storage(RGB, w, h);
+ occlusion.set_min_filter(NEAREST);
+ occlusion.set_mag_filter(NEAREST);
fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
combine_texturing.attach(2, occlusion);
- rotate_lookup.storage(GL::RGBA, 4, 4);
- rotate_lookup.set_min_filter(GL::NEAREST);
- rotate_lookup.set_mag_filter(GL::NEAREST);
+ rotate_lookup.storage(RGBA, 4, 4);
+ rotate_lookup.set_min_filter(NEAREST);
+ rotate_lookup.set_mag_filter(NEAREST);
unsigned char data[64];
for(unsigned i=0; i<16; ++i)
{
data[i*3+2] = static_cast<unsigned char>(127-s*127);
data[i*3+4] = static_cast<unsigned char>(127+c*127);
}
- rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
+ rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
occlude_texturing.attach(1, rotate_lookup);
Bind unbind_blend(static_cast<Blend *>(0), true);
{
- GL::Bind bind_fbo(fbo, true);
- GL::Bind bind_tex(occlude_texturing);
- GL::Bind bind_shader(occlude_shader);
+ Bind bind_fbo(fbo, true);
+ Bind bind_tex(occlude_texturing);
+ Bind bind_shader(occlude_shader);
occlude_shdata.apply();
quad.draw();
}
- GL::Bind bind_tex(combine_texturing);
- GL::Bind bind_shader(combine_shader);
+ Bind bind_tex(combine_texturing);
+ Bind bind_shader(combine_shader);
combine_shdata.apply();
quad.draw();
}