feat: Implement proper self illumination (blur-based)
This commit is contained in:
parent
17ab14d99d
commit
d04096ed58
7 changed files with 197 additions and 60 deletions
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@ -546,11 +546,11 @@ void Control::render3D(const glm::ivec2 &offset) const {
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shaders.activate(ShaderProgram::GUIGUI, locals);
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}
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glActiveTexture(GL_TEXTURE0);
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framebuffer->bindTexture();
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framebuffer->bindColorBuffer(0);
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DefaultQuad.render(GL_TRIANGLES);
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framebuffer->unbindTexture();
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framebuffer->unbindColorBuffer();
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}
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void Control::stretch(float x, float y) {
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@ -27,7 +27,7 @@ namespace reone {
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namespace render {
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Framebuffer::Framebuffer(int w, int h) : _width(w), _height(h) {
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Framebuffer::Framebuffer(int w, int h, int colorBufferCount) : _width(w), _height(h), _colorBufferCount(colorBufferCount) {
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}
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Framebuffer::~Framebuffer() {
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@ -37,24 +37,30 @@ Framebuffer::~Framebuffer() {
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void Framebuffer::init() {
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if (_inited) return;
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glGenTextures(1, &_texture);
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glBindTexture(GL_TEXTURE_2D, _texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _width, _height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glBindTexture(GL_TEXTURE_2D, 0);
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_colorBuffers.resize(_colorBufferCount);
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glGenTextures(_colorBufferCount, &_colorBuffers[0]);
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glGenRenderbuffers(1, &_renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, _renderbuffer);
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for (int i = 0; i < _colorBufferCount; ++i) {
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glBindTexture(GL_TEXTURE_2D, _colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _width, _height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glGenRenderbuffers(1, &_depthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _width, _height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glGenFramebuffers(1, &_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _renderbuffer);
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for (int i = 0; i < _colorBufferCount; ++i) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, _colorBuffers[i], 0);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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throw runtime_error("Control: framebuffer is not complete");
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@ -68,8 +74,10 @@ void Framebuffer::deinit() {
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if (!_inited) return;
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glDeleteFramebuffers(1, &_framebuffer);
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glDeleteTextures(1, &_texture);
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glDeleteRenderbuffers(1, &_renderbuffer);
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glDeleteTextures(_colorBufferCount, &_colorBuffers[0]);
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glDeleteRenderbuffers(1, &_depthBuffer);
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_inited = false;
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}
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void Framebuffer::bind() const {
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@ -80,12 +88,12 @@ void Framebuffer::unbind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::bindTexture() const {
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glBindTexture(GL_TEXTURE_2D, _texture);
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void Framebuffer::bindColorBuffer(int n) const {
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glBindTexture(GL_TEXTURE_2D, _colorBuffers[n]);
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}
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void Framebuffer::unbindTexture() const {
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glBindTexture(GL_TEXTURE_2D, _texture);
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void Framebuffer::unbindColorBuffer() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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int Framebuffer::width() const {
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@ -18,6 +18,7 @@
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#pragma once
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#include <cstdint>
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#include <vector>
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namespace reone {
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@ -25,15 +26,15 @@ namespace render {
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class Framebuffer {
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public:
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Framebuffer(int w, int h);
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Framebuffer(int w, int h, int colorBufferCount = 1);
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~Framebuffer();
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void init();
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void deinit();
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void bind() const;
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void unbind() const;
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void bindTexture() const;
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void unbindTexture() const;
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void bindColorBuffer(int n) const;
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void unbindColorBuffer() const;
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int width() const;
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int height() const;
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@ -41,10 +42,11 @@ public:
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private:
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int _width { 0 };
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int _height { 0 };
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int _colorBufferCount { 0 };
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bool _inited { false };
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uint32_t _framebuffer { 0 };
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uint32_t _texture { 0 };
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uint32_t _renderbuffer { 0 };
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std::vector<uint32_t> _colorBuffers;
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uint32_t _depthBuffer { 0 };
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};
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} // namespace render
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@ -33,12 +33,19 @@ namespace reone {
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namespace render {
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static const int kMaxLightCount = 8;
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static const int kBlurPassCount = 1;
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SceneGraph::SceneGraph(const GraphicsOptions &opts) : _opts(opts), _framebuffer(opts.width, opts.height) {
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SceneGraph::SceneGraph(const GraphicsOptions &opts) :
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_opts(opts),
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_geometryFramebuffer(opts.width, opts.height, 2),
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_vBlurFramebuffer(opts.width, opts.height),
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_hBlurFramebuffer(opts.width, opts.height) {
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}
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void SceneGraph::init() {
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_framebuffer.init();
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_geometryFramebuffer.init();
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_vBlurFramebuffer.init();
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_hBlurFramebuffer.init();
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}
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void SceneGraph::clear() {
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@ -95,7 +102,11 @@ void SceneGraph::render() const {
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ShaderManager &shaders = Shaders;
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{
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_framebuffer.bind();
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// Render geometry
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_geometryFramebuffer.bind();
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static const GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, buffers);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -117,28 +128,98 @@ void SceneGraph::render() const {
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mesh->render();
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}
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_framebuffer.unbind();
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_geometryFramebuffer.unbind();
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}
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float w = static_cast<float>(_opts.width);
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float h = static_cast<float>(_opts.height);
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GlobalUniforms globals;
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globals.projection = glm::ortho(0.0f, w, h, 0.0f);
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shaders.setGlobalUniforms(globals);
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for (int i = 0; i < kBlurPassCount; ++i) {
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{
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// Apply horizontal blur
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_hBlurFramebuffer.bind();
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 transform(1.0f);
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transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
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LocalUniforms locals;
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locals.model = move(transform);
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locals.features.blurEnabled = true;
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locals.blur.resolution = glm::vec2(w, h);
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locals.blur.direction = glm::vec2(1.0f, 0.0f);
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shaders.activate(ShaderProgram::GUIBlur, locals);
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glActiveTexture(GL_TEXTURE0);
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if (i == 0) {
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_geometryFramebuffer.bindColorBuffer(1);
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} else {
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_vBlurFramebuffer.bindColorBuffer(0);
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}
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DefaultQuad.render(GL_TRIANGLES);
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_geometryFramebuffer.unbindColorBuffer();
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_hBlurFramebuffer.unbind();
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}
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{
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// Apply vertical blur
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_vBlurFramebuffer.bind();
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 transform(1.0f);
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transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
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LocalUniforms locals;
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locals.model = move(transform);
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locals.features.blurEnabled = true;
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locals.blur.resolution = glm::vec2(_opts.width, _opts.height);
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locals.blur.direction = glm::vec2(0.0f, 1.0f);
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shaders.activate(ShaderProgram::GUIBlur, locals);
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glActiveTexture(GL_TEXTURE0);
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_hBlurFramebuffer.bindColorBuffer(0);
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DefaultQuad.render(GL_TRIANGLES);
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_hBlurFramebuffer.unbindColorBuffer();
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_vBlurFramebuffer.unbind();
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}
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}
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{
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GlobalUniforms globals;
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globals.projection = glm::ortho(0.0f, static_cast<float>(_opts.width), static_cast<float>(_opts.height), 0.0f);
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shaders.setGlobalUniforms(globals);
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glm::mat4 transform(1.0f);
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transform = glm::scale(transform, glm::vec3(_framebuffer.width(), _framebuffer.height(), 1.0f));
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transform = glm::scale(transform, glm::vec3(w, h, 1.0f));
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LocalUniforms locals;
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locals.model = move(transform);
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locals.features.bloomEnabled = true;
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locals.textures.bloom = 1;
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shaders.activate(ShaderProgram::GUIGUI, locals);
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shaders.activate(ShaderProgram::GUIBloom, locals);
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glActiveTexture(GL_TEXTURE0);
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_framebuffer.bindTexture();
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_geometryFramebuffer.bindColorBuffer(0);
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glActiveTexture(GL_TEXTURE1);
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_vBlurFramebuffer.bindColorBuffer(0);
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DefaultQuad.render(GL_TRIANGLES);
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_framebuffer.unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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_vBlurFramebuffer.unbindColorBuffer();
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glActiveTexture(GL_TEXTURE0);
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_geometryFramebuffer.unbindColorBuffer();
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}
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}
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@ -61,7 +61,9 @@ private:
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std::shared_ptr<CameraSceneNode> _activeCamera;
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glm::vec3 _ambientLightColor { 1.0f };
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uint32_t _textureId { 0 };
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Framebuffer _framebuffer;
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Framebuffer _geometryFramebuffer;
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Framebuffer _vBlurFramebuffer;
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Framebuffer _hBlurFramebuffer;
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SceneGraph(const SceneGraph &) = delete;
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SceneGraph &operator=(const SceneGraph &) = delete;
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@ -116,10 +116,12 @@ static const GLchar kWhiteFragmentShader[] = R"END(
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uniform float uAlpha;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 fragColorBright;
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void main() {
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fragColor = vec4(1.0, 1.0, 1.0, uAlpha);
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fragColorBright = vec4(0.0, 0.0, 0.0, 1.0);
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}
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)END";
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@ -132,11 +134,13 @@ uniform float uAlpha;
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in vec2 fragTexCoords;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 fragColorBright;
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void main() {
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vec4 textureSample = texture(uTexture, fragTexCoords);
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fragColor = vec4(uColor * textureSample.rgb, uAlpha * textureSample.a);
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fragColorBright = vec4(0.0, 0.0, 0.0, 1.0);
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}
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)END";
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@ -179,7 +183,8 @@ in vec3 fragNormal;
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in vec2 fragTexCoords;
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in vec2 fragLightmapCoords;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec4 fragColorBright;
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void applyLightmap(inout vec3 color) {
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vec4 lightmapSample = texture(uLightmap, fragLightmapCoords);
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@ -219,13 +224,6 @@ void applyLighting(vec3 normal, inout vec3 color) {
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}
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}
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void applySelfIllum(inout vec3 color) {
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vec4 diffuseSample = texture(uDiffuse, fragTexCoords);
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float luminosity = dot(diffuseSample.rgb, RGB_TO_LUMINOSITY);
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color += 0.5 * smoothstep(0.5, 1.0, luminosity) * uSelfIllumColor;
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}
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void main() {
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vec4 diffuseSample = texture(uDiffuse, fragTexCoords);
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vec3 surfaceColor = diffuseSample.rgb;
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@ -246,15 +244,19 @@ void main() {
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} else {
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lightColor = vec3(1.0);
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}
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if (uSelfIllumEnabled) {
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applySelfIllum(lightColor);
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}
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float finalAlpha = uAlpha;
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if (!uEnvmapEnabled && !uBumpyShinyEnabled) {
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finalAlpha *= diffuseSample.a;
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}
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fragColor = vec4(lightColor * surfaceColor, finalAlpha);
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if (uSelfIllumEnabled) {
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vec3 color = uSelfIllumColor * diffuseSample.rgb;
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fragColorBright = vec4(smoothstep(0.75, 1.0, color), 1.0);
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} else {
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fragColorBright = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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)END";
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@ -269,17 +271,37 @@ out vec4 fragColor;
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void main() {
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vec2 uv = vec2(gl_FragCoord.xy / uResolution);
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vec2 off1 = vec2(1.3333333333333333) * uDirection;
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vec4 color = vec4(0.0);
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color += texture2D(uTexture, uv) * 0.29411764705882354;
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color += texture2D(uTexture, uv + (off1 / uResolution)) * 0.35294117647058826;
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color += texture2D(uTexture, uv - (off1 / uResolution)) * 0.35294117647058826;
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vec2 off1 = vec2(1.3846153846) * uDirection;
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vec2 off2 = vec2(3.2307692308) * uDirection;
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color += texture2D(uTexture, uv) * 0.2270270270;
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color += texture2D(uTexture, uv + (off1 / uResolution)) * 0.3162162162;
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color += texture2D(uTexture, uv - (off1 / uResolution)) * 0.3162162162;
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color += texture2D(uTexture, uv + (off2 / uResolution)) * 0.0702702703;
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color += texture2D(uTexture, uv - (off2 / uResolution)) * 0.0702702703;
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fragColor = color;
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}
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)END";
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static const GLchar kBloomFragmentShader[] = R"END(
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#version 330
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uniform sampler2D uGeometry;
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uniform sampler2D uBloom;
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in vec2 fragTexCoords;
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out vec4 fragColor;
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void main() {
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vec3 geometryColor = texture(uGeometry, fragTexCoords).rgb;
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vec3 bloomColor = texture(uBloom, fragTexCoords).rgb;
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fragColor = vec4(geometryColor + bloomColor, 1.0);
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}
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)END";
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ShaderManager &ShaderManager::instance() {
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static ShaderManager instance;
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return instance;
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@ -291,9 +313,12 @@ void ShaderManager::initGL() {
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initShader(ShaderName::FragmentWhite, GL_FRAGMENT_SHADER, kWhiteFragmentShader);
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initShader(ShaderName::FragmentGUI, GL_FRAGMENT_SHADER, kGUIFragmentShader);
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initShader(ShaderName::FragmentModel, GL_FRAGMENT_SHADER, kModelFragmentShader);
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initShader(ShaderName::FragmentGaussianBlur, GL_FRAGMENT_SHADER, kGaussianBlurFragmentShader);
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initShader(ShaderName::FragmentBlur, GL_FRAGMENT_SHADER, kGaussianBlurFragmentShader);
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initShader(ShaderName::FragmentBloom, GL_FRAGMENT_SHADER, kBloomFragmentShader);
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initProgram(ShaderProgram::GUIGUI, ShaderName::VertexGUI, ShaderName::FragmentGUI);
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initProgram(ShaderProgram::GUIBlur, ShaderName::VertexGUI, ShaderName::FragmentBlur);
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initProgram(ShaderProgram::GUIBloom, ShaderName::VertexGUI, ShaderName::FragmentBloom);
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initProgram(ShaderProgram::ModelWhite, ShaderName::VertexModel, ShaderName::FragmentWhite);
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initProgram(ShaderProgram::ModelModel, ShaderName::VertexModel, ShaderName::FragmentModel);
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}
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@ -432,6 +457,13 @@ void ShaderManager::setLocalUniforms(const LocalUniforms &locals) {
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if (locals.features.selfIllumEnabled) {
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setUniform("uSelfIllumColor", locals.selfIllumColor);
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}
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if (locals.features.blurEnabled) {
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setUniform("uResolution", locals.blur.resolution);
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setUniform("uDirection", locals.blur.direction);
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}
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if (locals.features.bloomEnabled) {
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setUniform("uBloom", locals.textures.bloom);
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}
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}
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void ShaderManager::setUniform(const string &name, const glm::mat4 &m) {
|
||||
|
|
|
@ -31,6 +31,8 @@ namespace render {
|
|||
enum class ShaderProgram {
|
||||
None,
|
||||
GUIGUI,
|
||||
GUIBlur,
|
||||
GUIBloom,
|
||||
ModelWhite,
|
||||
ModelModel
|
||||
};
|
||||
|
@ -49,6 +51,8 @@ struct FeatureUniforms {
|
|||
bool skeletalEnabled { false };
|
||||
bool lightingEnabled { false };
|
||||
bool selfIllumEnabled { false };
|
||||
bool blurEnabled { false };
|
||||
bool bloomEnabled { false };
|
||||
};
|
||||
|
||||
struct TextureUniforms {
|
||||
|
@ -56,6 +60,7 @@ struct TextureUniforms {
|
|||
int envmap { 0 };
|
||||
int bumpyShiny { 0 };
|
||||
int bumpmap { 0 };
|
||||
int bloom { 0 };
|
||||
};
|
||||
|
||||
struct SkeletalUniforms {
|
||||
|
@ -75,11 +80,17 @@ struct LightingUniforms {
|
|||
std::vector<ShaderLight> lights;
|
||||
};
|
||||
|
||||
struct GaussianBlurUniforms {
|
||||
glm::vec2 resolution { 0.0f };
|
||||
glm::vec2 direction { 0.0f };
|
||||
};
|
||||
|
||||
struct LocalUniforms {
|
||||
FeatureUniforms features;
|
||||
TextureUniforms textures;
|
||||
SkeletalUniforms skeletal;
|
||||
LightingUniforms lighting;
|
||||
GaussianBlurUniforms blur;
|
||||
|
||||
glm::mat4 model { 1.0f };
|
||||
glm::vec3 color { 1.0f };
|
||||
|
@ -105,7 +116,8 @@ private:
|
|||
FragmentWhite,
|
||||
FragmentGUI,
|
||||
FragmentModel,
|
||||
FragmentGaussianBlur
|
||||
FragmentBlur,
|
||||
FragmentBloom
|
||||
};
|
||||
|
||||
std::unordered_map<ShaderName, uint32_t> _shaders;
|
||||
|
|
Loading…
Reference in a new issue