Gaussian blur

bug fixes
This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent 5159afba51
commit 0d6b01421f
17 changed files with 220 additions and 83 deletions
+10 -12
View File
@@ -33,12 +33,10 @@ namespace vb01{
}
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER,0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
cout<<"Not complete\n";
else
cout<<"Complete\n";
glBindFramebuffer(GL_FRAMEBUFFER,0);
}
@@ -139,14 +137,14 @@ namespace vb01{
shader->setVec3(color,"light["+to_string(thisId)+"].color");
shader->setFloat(nearPlane,"light["+to_string(thisId)+"].near");
shader->setFloat(farPlane,"light["+to_string(thisId)+"].far");
//shader->setInt(0,"tex");
if(type==POINT)
shader->setInt(1,"light["+to_string(thisId)+"].depthMapCube");
else
shader->setInt(1,"light["+to_string(thisId)+"].depthMap");
depthMap->select(1);
/*
*/
shader->setInt(0,"diffuseMap");
//shader->setInt(1,"normalMap");
shader->setInt(2,"specularMap");
shader->setInt(3,"parallaxMap");
shader->setInt(4,"environmentMap");
shader->setInt(5,"light["+to_string(thisId)+"].depthMapCube");
shader->setInt(6,"light["+to_string(thisId)+"].depthMap");
depthMap->select(type==POINT?5:6);
switch(type){
case POINT: