diff --git a/Nuake/src/Rendering/SceneRenderer.cpp b/Nuake/src/Rendering/SceneRenderer.cpp index c4712899..33d32177 100644 --- a/Nuake/src/Rendering/SceneRenderer.cpp +++ b/Nuake/src/Rendering/SceneRenderer.cpp @@ -450,9 +450,6 @@ namespace Nuake auto [transform, mesh, visibility] = skinnedView.get(e); if (mesh.ModelResource != nullptr && visibility.Visible) { - auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode(); - SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader); - for (auto& m : mesh.ModelResource->GetMeshes()) { m->Draw(gBufferSkinnedMeshShader, false); @@ -675,7 +672,6 @@ namespace Nuake shadingShader->SetUniformMat4f("u_View", mView); shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation); shadingShader->SetUniform1f("u_AmbientTerm", environment->AmbientTerm); - shadingShader->SetUniformTex("m_SSAO", scene.GetEnvironment()->mSSAO->GetOuput()->GetTexture().get(), 9); Ref env = scene.GetEnvironment(); diff --git a/Nuake/src/Rendering/SceneRenderer.h b/Nuake/src/Rendering/SceneRenderer.h index f82267dc..ed6e1c6d 100644 --- a/Nuake/src/Rendering/SceneRenderer.h +++ b/Nuake/src/Rendering/SceneRenderer.h @@ -33,8 +33,8 @@ namespace Nuake Scope mToneMapBuffer; Scope mBarrelDistortionBuffer; Scope mVignetteBuffer; - Scope mDOFBuffer;; - private: + Scope mDOFBuffer; + void ShadowPass(Scene& scene); void GBufferPass(Scene& scene); void ShadingPass(Scene& scene);