- glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
- glDisable(GL_DEPTH_TEST);\r
- glClearColor(1.0f, 1.0f, 1.0f, 1.0f);\r
- glClear(GL_COLOR_BUFFER_BIT);\r
- glUseProgram(fb_irradiance.screenShaderProgram);\r
-\r
- glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x);\r
- glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y);\r
- glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState);\r
- glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions);\r
- glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights);\r
-\r
- glBindVertexArray(fb_irradiance.screenVAO);\r
- glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);\r
- glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1);\r
- glActiveTexture(GL_TEXTURE0 + 0);\r
- glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);\r
- glActiveTexture(GL_TEXTURE0 + 1);\r
- glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);\r
- glDrawArrays(GL_TRIANGLES, 0, 6);\r
- glBindVertexArray(0);\r