Program occlude_shader;
Program combine_shader;
mutable ProgramData shdata;
- const Mesh &quad;
+ RefPtr<Mesh> quad;
+ RefPtr<Sampler> linear_sampler;
+ RefPtr<Sampler> nearest_sampler;
public:
AmbientOcclusion(unsigned, unsigned, float = 1.0f);
void set_occlusion_radius(float);
void set_edge_depth_threshold(float);
- // Deprecated
- void set_depth_ratio(float);
-
void set_darkness(float);
virtual void render(Renderer &, const Texture2D &, const Texture2D &);