static i32 k_blur_effect = 1;
static f32 k_blur_strength = 0.3f;
static f32 k_fov = 0.86f;
static i32 k_blur_effect = 1;
static f32 k_blur_strength = 0.3f;
static f32 k_fov = 0.86f;
int attachment, int slot )
{
struct framebuffer_attachment *at = &fb->attachments[attachment];
int attachment, int slot )
{
struct framebuffer_attachment *at = &fb->attachments[attachment];
* Convert OpenGL texture format enums from TexImage2D table 1,2 &
* RenderBufferStorage Table 1, into strings
*/
* Convert OpenGL texture format enums from TexImage2D table 1,2 &
* RenderBufferStorage Table 1, into strings
*/
{
glGenFramebuffers( 1, &fb->fb );
glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
{
glGenFramebuffers( 1, &fb->fb );
glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-VG_STATIC int render_framebuffer_control( int argc, char const *argv[] );
-VG_STATIC void render_framebuffer_poll( int argc, char const *argv[] );
+static int render_framebuffer_control( int argc, char const *argv[] );
+static void render_framebuffer_poll( int argc, char const *argv[] );
{
vg_console_reg_var( "blur_strength", &k_blur_strength, k_var_dtype_f32, 0 );
vg_console_reg_var( "render_scale", &k_render_scale,
k_var_dtype_f32, VG_VAR_PERSISTENT );
vg_console_reg_var( "fov", &k_fov, k_var_dtype_f32, VG_VAR_PERSISTENT );
{
vg_console_reg_var( "blur_strength", &k_blur_strength, k_var_dtype_f32, 0 );
vg_console_reg_var( "render_scale", &k_render_scale,
k_var_dtype_f32, VG_VAR_PERSISTENT );
vg_console_reg_var( "fov", &k_fov, k_var_dtype_f32, VG_VAR_PERSISTENT );
vg_console_reg_var( "blur_effect", &k_blur_effect,
k_var_dtype_i32, VG_VAR_PERSISTENT );
vg_console_reg_var( "blur_effect", &k_blur_effect,
k_var_dtype_i32, VG_VAR_PERSISTENT );
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );
}
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );
}
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 6, 6 );
}
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 6, 6 );
}
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 66,6 );
{
glBindVertexArray( gpipeline.fsquad.vao );
glDrawArrays( GL_TRIANGLES, 66,6 );