Подключение текстуры SSAO к шейдеру освещения
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				| @ -145,7 +145,8 @@ 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]); | ||||
| @ -389,6 +390,8 @@ int main(void) | ||||
|         // Подключаем текстуры теней
 | ||||
|         sunShadowDepth.use(); | ||||
|         pointShadowDepth.use(); | ||||
|         // Подключим текстуру SSAO
 | ||||
|         ssaoTexture.use(); | ||||
|         // Рендерим прямоугольник с расчетом освещения
 | ||||
|         quadModel.render(); | ||||
| 
 | ||||
|  | ||||
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