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())