public override void Draw(Scene scene, Camera camera) { depth.Draw(scene, camera); forward.Draw(scene, camera); /* * // Post effects * copy.Draw(); * blur.Draw(); * dof.Draw(); */ output = bloom.Draw()[0]; }
public override void Draw(Scene scene, Camera camera) { // Create the lighting map gBuffer.Draw(scene, camera); depth.Draw(scene, camera); lights.Draw(scene, camera); // Composite drawing composite.Draw(); // Post effects copy.Draw(); blur.Draw(); dof.Draw(); output = bloom.Draw()[0]; }
public override void Draw(Scene scene, Camera camera) { // Create the lighting map smallGBuffer.Draw(scene, camera); depth.Draw(scene, camera); lights.Draw(scene, camera); // Forward render the scene with diffuse only diffuse.Draw(scene, camera); // Combine with lighting composite.Draw(); // Post effects //copy.Draw(); //blur.Draw(); //dof.Draw(); output = bloom.Draw()[0]; }