blur_shdata[i].uniform(loc, 0);
tex[i].set_min_filter(NEAREST);
tex[i].storage(RGB16F, w, h);
- tex[i].image(0, RGB, UNSIGNED_BYTE, 0);
}
combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
combine_shdata.uniform(combine_shader.get_uniform_location("strength"), s);
}
-void Bloom::render(const Texture2D &src)
+void Bloom::render(const Texture2D &src, const Texture2D &)
{
const Framebuffer *dest = Framebuffer::current();
blur_shader.bind();