From 40628c901bf3051d3840b99c508996b8ac82f517 Mon Sep 17 00:00:00 2001 From: "re.kovalev" Date: Sun, 15 Jan 2023 03:12:51 +0300 Subject: [PATCH] =?UTF-8?q?=D0=9F=D0=BE=D0=B4=D0=BA=D0=BB=D1=8E=D1=87?= =?UTF-8?q?=D0=B5=D0=BD=D0=B8=D0=B5=20=D1=82=D0=B5=D0=BA=D1=81=D1=82=D1=83?= =?UTF-8?q?=D1=80=D1=8B=20SSAO=20=D0=BA=20=D1=88=D0=B5=D0=B9=D0=B4=D0=B5?= =?UTF-8?q?=D1=80=D1=83=20=D0=BE=D1=81=D0=B2=D0=B5=D1=89=D0=B5=D0=BD=D0=B8?= =?UTF-8?q?=D1=8F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/main.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/main.cpp b/src/main.cpp index 609a02d..242a3dd 100755 --- a/src/main.cpp +++ b/src/main.cpp @@ -184,7 +184,8 @@ int main(void) lightShader.load(GL_VERTEX_SHADER, "shaders/quad.vert"); lightShader.load(GL_FRAGMENT_SHADER, "shaders/lighting.frag"); lightShader.link(); - const char* gtextures_shader_names[] = {"gPosition", "gNormal", "gDiffuseP", "gAmbientSpecular", "sunShadowDepth", "pointShadowDepth"}; + // Привязка текстур + const char* gtextures_shader_names[] = {"gPosition", "gNormal", "gDiffuseP", "gAmbientSpecular", "sunShadowDepth", "pointShadowDepth", "ssao"}; lightShader.bindTextures(gtextures_shader_names, sizeof(gtextures_shader_names)/sizeof(const char*)); // Загрузка данных о границах каскадов glUniform1fv(lightShader.getUniformLoc("camera_cascade_distances"), CAMERA_CASCADE_COUNT, &camera_cascade_distances[1]); @@ -429,6 +430,8 @@ int main(void) // Подключаем текстуры теней sunShadowDepth.use(); pointShadowDepth.use(); + // Подключим текстуру SSAO + ssaoTexture.use(); // Рендерим прямоугольник с расчетом освещения quadModel.render();