- // glBindVertexArray(fb_irradiance.screenVAO);\r
- // glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);\r
- // glActiveTexture(GL_TEXTURE0 + 0);\r
- // glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);\r
- // glDrawArrays(GL_TRIANGLES, 0, 6);\r
- // glBindVertexArray(0);\r
-\r