glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);\r
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\r
//glBindTexture(GL_TEXTURE_2D, 0);\r
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);\r
\r
struct {\r
bool wireframe = false;\r
bool freecam = false;\r
+ bool sssss = false;\r
+ int N = 2;\r
} options;\r
\r
sf::Clock deltaClock;\r
glClear(GL_COLOR_BUFFER_BIT);\r
glUseProgram(screenShaderProgram);\r
\r
+ glUniform1i(glGetUniformLocation(screenShaderProgram, "applySSSSS"), options.sssss);\r
+ glUniform1i(glGetUniformLocation(screenShaderProgram, "N"), options.N);\r
+\r
glBindVertexArray(screenVAO);\r
glBindTexture(GL_TEXTURE_2D, renderTexture);\r
glDrawArrays(GL_TRIANGLES, 0, 6);\r
ImGui::Begin("Options");\r
ImGui::Checkbox("Wireframe", &options.wireframe);\r
ImGui::Checkbox("Free Cam", &options.freecam);\r
+ ImGui::Checkbox("SSSSS", &options.sssss);\r
+ if (options.sssss) {\r
+ ImGui::DragInt("N", &options.N, 0.05f, 1, 16);\r
+ }\r
if (options.freecam) {\r
ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);\r
ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);\r