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@@ -72,6 +72,9 @@ void CPass::render (CFBO* drawTo, ITexture* input, GLuint position, GLuint texco
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// set proper viewport based on what we're drawing to
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// set proper viewport based on what we're drawing to
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glViewport (0, 0, drawTo->getRealWidth (), drawTo->getRealHeight ());
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glViewport (0, 0, drawTo->getRealWidth (), drawTo->getRealHeight ());
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+ if (drawTo != this->m_material->getImage ()->getScene ()->getFBO())
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+ glClear (GL_COLOR_BUFFER_BIT);
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+
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// set texture blending
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// set texture blending
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if (this->m_pass->getBlendingMode () == "translucent")
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if (this->m_pass->getBlendingMode () == "translucent")
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{
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{
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@@ -462,10 +465,10 @@ void CPass::setupUniforms ()
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}
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}
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// register variables like brightness and alpha with some default value
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// register variables like brightness and alpha with some default value
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- this->addUniform ("g_Brightness", 1.0f);
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+ this->addUniform ("g_Brightness", 1.0f); // TODO: GET FROM THE IMAGE
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this->addUniform ("g_UserAlpha", 1.0f);
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this->addUniform ("g_UserAlpha", 1.0f);
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- this->addUniform ("g_Alpha", 1.0f);
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- this->addUniform ("g_Color", glm::vec3 {1.0f, 1.0f, 1.0f});
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+ this->addUniform ("g_Alpha", 1.0f); // TODO: GET FROM THE IMAGE
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+ this->addUniform ("g_Color", glm::vec3 {1.0f, 1.0f, 1.0f}); // TODO: GET FROM THE IMAGE
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// add some external variables
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// add some external variables
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this->addUniform ("g_Time", &g_Time);
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this->addUniform ("g_Time", &g_Time);
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// add model-view-projection matrix
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// add model-view-projection matrix
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