.quality = k_framebuffer_quality_high_only,
.internalformat = GL_RG16F,
.quality = k_framebuffer_quality_high_only,
.internalformat = GL_RG16F,
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
* Note: it does not have a render buffer attachement because it's
* intended to be drawn to in a MAX blending mode
*/
* Note: it does not have a render buffer attachement because it's
* intended to be drawn to in a MAX blending mode
*/
.internalformat = GL_RGB,
.format = GL_RGB,
.type = GL_UNSIGNED_BYTE,
.attachment = GL_COLOR_ATTACHMENT0
},
{
.internalformat = GL_RGB,
.format = GL_RGB,
.type = GL_UNSIGNED_BYTE,
.attachment = GL_COLOR_ATTACHMENT0
},
{
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
* Thid rendered view from the perspective of the camera, but just
* captures stuff thats under the water
*/
* Thid rendered view from the perspective of the camera, but just
* captures stuff thats under the water
*/
.internalformat = GL_RGBA,
.format = GL_RGBA,
.type = GL_UNSIGNED_BYTE,
.attachment = GL_COLOR_ATTACHMENT0
},
{
.internalformat = GL_RGBA,
.format = GL_RGBA,
.type = GL_UNSIGNED_BYTE,
.attachment = GL_COLOR_ATTACHMENT0
},
{
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
.internalformat = GL_DEPTH24_STENCIL8,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
- 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f};
+ 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f };
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
glBindVertexArray( gpipeline.fsquad.vao );
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
glBindVertexArray( gpipeline.fsquad.vao );
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,