namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
- occlude_target(w, h, (RENDER_COLOR,RGB)),
+ occlude_target(w, h, (RENDER_COLOR,RED)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(random(seed));
unsigned char c = (cos(a)*0.5f+0.5f)*255;
unsigned char s = (sin(a)*0.5f+0.5f)*255;
- data[i*3 ] = c;
- data[i*3+1] = s;
- data[i*3+2] = 255-s;
- data[i*3+4] = ((i+i/4)%2)*255;
+ data[i*4 ] = c;
+ data[i*4+1] = s;
+ data[i*4+2] = 255-s;
+ data[i*4+3] = ((i+i/4)%2)*255;
}
rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);