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@@ -89,7 +89,7 @@ public: |
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m_vbo->Unlock(); |
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m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen)); |
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m_screen_coord = m_screen_shader->GetAttribLocation("in_position", VertexUsage::Position, 0); |
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m_screen_coord = m_screen_shader->GetAttribLocation(VertexUsage::Position, 0); |
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m_screen_texture = m_screen_shader->GetUniformLocation("in_texture"); |
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for (int i = 0; i < MaxFboType; ++i) |
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@@ -102,7 +102,7 @@ public: |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture"); |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_source_point"); |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res"); |
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m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0); |
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m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0); |
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} |
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else if (i == VoronoiFbo) |
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{ |
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@@ -110,7 +110,7 @@ public: |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture"); |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_step"); |
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m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res"); |
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m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0); |
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m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0); |
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} |
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else if (i == DistanceVoronoiFbo) |
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{ |
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