Fixed rendering
Resource encoder now store unsigned char instead of signed char Former-commit-id: 648dd1d55facd40bc37075291782a54cbbc4811f
This commit is contained in:
@@ -26,7 +26,7 @@ namespace
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{
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NzShaderProgram* BuildClearProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/ClearGBuffer.frag.h>
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};
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@@ -44,7 +44,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -67,7 +67,7 @@ namespace
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NzShaderProgram* BuildDirectionalLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
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};
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@@ -85,7 +85,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -112,7 +112,7 @@ namespace
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NzShaderProgram* BuildPointLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointLight.frag.h>
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};
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@@ -132,7 +132,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -159,7 +159,7 @@ namespace
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NzShaderProgram* BuildSpotLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SpotLight.frag.h>
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};
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@@ -179,7 +179,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -206,7 +206,7 @@ namespace
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NzShaderProgram* BuildBloomBrightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
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};
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@@ -224,7 +224,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -249,7 +249,7 @@ namespace
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NzShaderProgram* BuildGaussianBlurProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
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};
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@@ -267,7 +267,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -292,7 +292,7 @@ namespace
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NzShaderProgram* BuildBloomFinalProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
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};
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@@ -310,7 +310,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -336,7 +336,7 @@ namespace
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NzShaderProgram* BuildAAProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
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};
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@@ -354,7 +354,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -380,7 +380,7 @@ namespace
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NzShaderProgram* BuildSSAOProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SSAO.frag.h>
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};
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@@ -398,7 +398,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -424,7 +424,7 @@ namespace
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NzShaderProgram* BuildSSAOFinalProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SSAOFinal.frag.h>
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};
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@@ -442,7 +442,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -546,7 +546,7 @@ namespace
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NzShaderProgram* BuildBlitProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/Blit.frag.h>
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};
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@@ -564,7 +564,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@@ -664,7 +664,7 @@ m_texturesUpdated(false)
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m_ssaoNoiseTexture->Create(nzImageType_2D, nzPixelFormat_RG8, 4, 4);
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m_ssaoNoiseTexture->Update(&noiseData[0]);*/
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const char noiseTexture[] = {
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const nzUInt8 noiseTexture[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Textures/ssaoNoise.jpg.h>
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};
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@@ -890,7 +890,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetShaderProgram(m_bloomBrightProgram);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::DrawFullscreenQuad();
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NzRenderer::SetTarget(&m_bloomRTT);
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@@ -905,7 +905,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureB : m_bloomTextureB);
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureA : m_bloomTextureB);
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NzRenderer::DrawFullscreenQuad();
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m_bloomRTT.SetColorTarget(1); // bloomTextureB
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@@ -918,7 +918,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTarget(&m_geometryRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_GBufferSize.x, m_GBufferSize.y));
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m_geometryRTT.SetColorTarget(4); // workTextureA
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m_geometryRTT.SetColorTarget(5); // workTextureB
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NzRenderer::SetShaderProgram(m_bloomFinalProgram);
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NzRenderer::SetTexture(0, m_workTextureB);
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@@ -968,7 +968,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShaderProgram(m_blitProgram);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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