~ WIP port emscripen (WebGL)
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@@ -468,7 +468,7 @@ int main()
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std::vector<std::shared_ptr<Nz::ShaderBinding>> bloomBlendShaderBinding(BloomSubdivisionCount);
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// Gamma correction
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Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
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fullscreenPipelineLayoutInfo.bindings.push_back({
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@@ -683,7 +683,7 @@ int main()
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"Color",
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Nz::PixelFormat::RGBA8
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});
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normalTexture = graph.AddAttachment({
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"Normal",
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Nz::PixelFormat::RGBA8
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@@ -698,7 +698,7 @@ int main()
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"Depth buffer",
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depthStencilFormat
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});
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depthBuffer2 = graph.AddAttachment({
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"Depth buffer",
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depthStencilFormat
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@@ -891,7 +891,7 @@ int main()
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forwardPass.SetDepthStencilInput(depthBuffer1);
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forwardPass.SetDepthStencilOutput(depthBuffer2);
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Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
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occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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@@ -979,7 +979,7 @@ int main()
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bloomBlurPassHorizontal.AddInput((i == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]);
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bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
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Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
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bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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