Текстура шума
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				| @ -255,6 +255,15 @@ int main(void) | ||||
|     // Загрузка данных в uniform-буфер
 | ||||
|     UBO ssaoUB(&ssao_data, sizeof(SSAO_data), 3); | ||||
| 
 | ||||
|     // Текстура шума
 | ||||
|     glm::vec3 noise_vecs[16]; | ||||
|     for (int i = 0; i < 16; i++) | ||||
|         noise_vecs[i] = { randomFloats(generator) * 2.0 - 1.0 | ||||
|                         , randomFloats(generator) * 2.0 - 1.0 | ||||
|                         , 0.0f | ||||
|                         }; | ||||
|     Texture noiseTexture(4,4, noise_vecs, 2, GL_RGBA32F, GL_RGB); | ||||
| 
 | ||||
|     // Модель прямоугольника
 | ||||
|     Model rectangle;  | ||||
| 
 | ||||
|  | ||||
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