]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/ambientocclusion.cpp
Redesign framebuffer attachment management
[libs/gl.git] / source / effects / ambientocclusion.cpp
index 6ba51853d6d288814bd716fbb76881d13e8185af..1b3626a9a82a69f45385fb914425247bcf812490 100644 (file)
@@ -13,7 +13,7 @@ namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
        rotate_lookup(get_or_create_rotate_lookup()),
-       occlude_target(w, h, (RENDER_COLOR,R8)),
+       occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
        occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
        combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
        quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
@@ -104,7 +104,7 @@ void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const
        Renderer::Push push(renderer);
        renderer.set_texture("source", &color, &nearest_clamp_sampler);
        renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
-       renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
+       renderer.set_texture("occlusion", &occlude_target.get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
        renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
        renderer.set_shader_program(&occlude_shader, &shdata);