namespace Msp {
namespace GL {
-Sky::Sky(Resources &resources, Renderable &r, const Light &s):
+Sky::Sky(Renderable &r, const Light &s):
Effect(r),
sun(s),
transmittance_lookup(128, 64, (RENDER_COLOR, RGB16F)),
- transmittance_shprog(resources.get<Program>("_sky_transmittance.glsl.shader")),
+ transmittance_shprog(Resources::get_global().get<Program>("_sky_transmittance.glsl.shader")),
transmittance_lookup_dirty(true),
distant(256, 128, (RENDER_COLOR, RGB16F)),
- distant_shprog(resources.get<Program>("_sky_distant.glsl.shader")),
- fullscreen_mesh(resources.get<Mesh>("_fullscreen_quad.mesh")),
- backdrop_shprog(resources.get<Program>("_sky_backdrop.glsl.shader")),
- sampler(resources.get<Sampler>("_linear_clamp.samp")),
- wrap_sampler(resources.get<Sampler>("_linear_clamp_v.samp")),
+ distant_shprog(Resources::get_global().get<Program>("_sky_distant.glsl.shader")),
+ fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+ backdrop_shprog(Resources::get_global().get<Program>("_sky_backdrop.glsl.shader")),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp")),
+ wrap_sampler(Resources::get_global().get<Sampler>("_linear_clamp_v.samp")),
rendered(false)
{
shdata.uniform("n_steps", 50);