layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
namespace Msp {
namespace GL {
-Mesh::Mesh(const VertexFormat &f):
- Mesh()
+Mesh::Mesh(const VertexFormat &f)
{
storage(f);
}
namespace Msp {
namespace GL {
-AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
+AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h):
rotate_lookup(get_or_create_rotate_lookup()),
occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
const Sampler &nearest_sampler;
public:
- AmbientOcclusion(unsigned, unsigned, float = 1.0f);
+ AmbientOcclusion(unsigned, unsigned);
private:
static const Texture2D &get_or_create_rotate_lookup();