private void MotionBlur() { MotionBlurShader.Use(); CombinerFramebuffer.Use(); HelperFramebuffer.UseTexture(4); DrawPPMesh(); LastViewMatrix = Camera.Current.GetViewMatrix(); Game.CheckErrors("MotionB pass"); }
private void CombineSecond() { CombinerSecondShader.Use(); HelperFramebuffer.Use(); VXGIFramebuffer.UseTexture(9); CombinerFramebuffer.UseTexture(4); DrawPPMesh(); Game.CheckErrors("Combine2 pass"); }
private void VXGI() { BlitFramebuffers(VXGIFramebuffer, HelperFramebuffer, BlitMode.Color); Voxelizer.Map(); VXGIShader.Use(); Voxelizer.BindTexture(TextureUnit.Texture25); CubeMaps[0].Texture.Use(TextureUnit.Texture23); Voxelizer.SetUniforms(); VXGIFramebuffer.Use(); CombinerFramebuffer.UseTexture(4); HelperFramebuffer.UseTexture(17); DrawPPMesh(); Game.CheckErrors("SSR 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(); }