fix semi-transparent (water) rendering
This commit is contained in:
@ -19,26 +19,40 @@ var (
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type WorldRenderer struct {
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lastDisplaySize itype.Vec2i
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// Depth mapping pass
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depthmap struct {
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fbo, tex uint32 // Framebuffer Object and Texture.
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shader *Shader // Shader.
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}
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// Geometry pass
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gbuffer struct {
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fbo uint32 // The Framebuffer object.
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// Textures. Position/Lightspace Depth; Normal/Specular Intensity; Diffuse Color.
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// Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity.
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pos, norm, color uint32
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depth uint32
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shader *Shader // Geometry pass shaders.
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}
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// Deferred lighting pass
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lighting struct {
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shader *Shader // Deferred lighting pass shaders
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}
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// Semi-transparent pass
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water struct {
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fbo uint32
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shader *Shader
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}
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shader *Shader // Deffered lighting pass shaders
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// Output pass
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output struct {
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fbo uint32 // Output framebuffer object.
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tex uint32 // Output texture, rendered to the back buffer at the end.
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//depth uint32 // Output depth renderbuffer, use gbuffer.depth
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shader *Shader // Shader used to copy output.tex to back buffer.
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}
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texture *Texture // World texture atlas
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}
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@ -48,10 +62,6 @@ var DefaultWorldRenderer WorldRenderer
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// Init initializes the WorldRenderer.
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func (r *WorldRenderer) Init(w *world.World) (err error) {
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r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
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if err != nil {
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return err
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}
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r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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if err != nil {
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return err
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@ -60,10 +70,18 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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if err != nil {
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return err
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}
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r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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if err != nil {
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return err
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}
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r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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if err != nil {
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return err
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}
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r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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if err != nil {
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return err
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}
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asset.InitWorldTextureAtlas()
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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@ -75,8 +93,9 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
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r.water.shader.SetUniformMat4("model", mgl32.Ident4())
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// and view and projection uniforms not yet set
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gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
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gl.BindFragDataLocation(r.lighting.shader.Handle(), 0, gl.Str("outputColor\x00"))
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gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
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gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
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// generate the depthmap and depthmap FBO
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gl.GenFramebuffers(1, &r.depthmap.fbo)
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@ -95,7 +114,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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gl.DrawBuffer(gl.NONE)
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gl.ReadBuffer(gl.NONE)
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// attach the shadowmap to the shader
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r.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
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r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
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r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
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// generate G-buffer and friends
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@ -131,16 +150,24 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
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gl.DrawBuffers(int32(len(attachments)), &attachments[0])
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// attach the textures
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r.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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r.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
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r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
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// generate FBO for water rendering
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gl.GenFramebuffers(1, &r.water.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.water.fbo)
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// generate the output texture and friends
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gl.GenFramebuffers(1, &r.output.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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// output
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gl.GenTextures(1, &r.output.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
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// depth
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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gl.DrawBuffer(gl.BACK)
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gl.ReadBuffer(gl.BACK)
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// attach textures
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r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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r.lastDisplaySize = io.DisplaySize
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@ -172,6 +199,8 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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r.lastDisplaySize = io.DisplaySize
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}
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@ -221,16 +250,17 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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world.Render()
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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// 3. Render the actual output with deferred lighting
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], 1)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Disable(gl.DEPTH_TEST)
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r.shader.UseProgram()
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r.shader.BindTextures()
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r.shader.SetUniformMat4("lightspace", lightspace)
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r.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.shader.SetUniformVec3f("sun", normalSun)
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r.lighting.shader.UseProgram()
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r.lighting.shader.BindTextures()
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r.lighting.shader.SetUniformMat4("lightspace", lightspace)
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r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.lighting.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.lighting.shader.SetUniformVec3f("sun", normalSun)
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DrawScreenQuad()
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@ -241,7 +271,6 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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gl.BlendEquation(gl.FUNC_ADD)
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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r.water.shader.UseProgram()
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r.water.shader.BindTextures()
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@ -249,11 +278,21 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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r.water.shader.SetUniformMat4("view", view.View())
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r.water.shader.SetUniformMat4("projection", view.Perspective())
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r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.water.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.water.shader.SetUniformVec3f("sun", normalSun)
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r.water.shader.SetUniformFloat("alpha", alpha)
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world.RenderWater()
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// Finally. Copy the output texture to the back buffer
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.BLEND)
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r.output.shader.UseProgram()
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r.output.shader.BindTextures()
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DrawScreenQuad()
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// Show G-buffers?
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/*if io.ShowDebugInfo {
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DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
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