Mesh cleanup.
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@@ -76,7 +76,6 @@ namespace Nuake {
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mVolumetric->SetDepth(mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get());
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mVolumetric->Draw(mProjection , mView, lightList);
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finalOutput = mVolumetric->GetFinalOutput();
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}
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@@ -95,8 +94,8 @@ namespace Nuake {
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}
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mToneMapBuffer->Unbind();
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mSSR->Resize(framebuffer.GetSize());
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mSSR->Draw(mGBuffer.get(), framebuffer.GetTexture(), mView, mProjection, scene.GetCurrentCamera());
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//mSSR->Resize(framebuffer.GetSize());
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//mSSR->Draw(mGBuffer.get(), framebuffer.GetTexture(), mView, mProjection, scene.GetCurrentCamera());
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framebuffer.Bind();
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{
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@@ -105,7 +104,7 @@ namespace Nuake {
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shader->Bind();
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shader->SetUniformTex("u_Source", mToneMapBuffer->GetTexture().get(), 0);
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shader->SetUniformTex("u_Source2", mSSR->OutputFramebuffer->GetTexture().get(), 1);
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shader->SetUniformTex("u_Source2", mToneMapBuffer->GetTexture().get(), 1);
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Renderer::DrawQuad();
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}
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framebuffer.Unbind();
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