AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
occlude_shader(vertex_shader, occlude_fs),
- occlude_shdata(occlude_shader),
combine_shader(vertex_shader, combine_fs),
- combine_shdata(combine_shader),
quad(VERTEX2)
{
occlusion.storage(GL::RGB, w, h);