private void AmbientOcclusion() { AmbientOcclusionShader.Use(); AmbientOcclusionFramebuffer.Use(); DrawPPMesh(); Game.CheckErrors("AO pass"); }
private void Combine() { CombinerShader.Use(); CombinerFramebuffer.Use(); DeferredFramebuffer.UseTexture(CombinerShader.getConstInt("deferredTexBinding")); EnvLightFramebuffer.UseTexture(8); BloomYPass.UseTexture(11); CubeMaps[0].Texture.Use(TextureUnit.Texture23); FogFramebuffer.UseTexture(13); AmbientOcclusionFramebuffer.UseTexture(14); DrawPPMesh(); Game.CheckErrors("Combine pass"); }
public void Resize(int initialWidth, int initialHeight) { VXGIFramebuffer.FreeGPU(); DeferredFramebuffer.FreeGPU(); BloomXPass.FreeGPU(); BloomYPass.FreeGPU(); EnvLightFramebuffer.FreeGPU(); AmbientOcclusionFramebuffer.FreeGPU(); ForwardPassFramebuffer.FreeGPU(); CombinerFramebuffer.FreeGPU(); HelperFramebuffer.FreeGPU(); FogFramebuffer.FreeGPU(); MRT.FreeGPU(); Width = initialWidth; Height = initialHeight; CreateBuffers(); }