package render import ( "errors" "math/rand" "time" "unsafe" "edgaru089.ml/go/gl01/internal/asset" "edgaru089.ml/go/gl01/internal/igwrap" "edgaru089.ml/go/gl01/internal/io" "edgaru089.ml/go/gl01/internal/util" "edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/world" "github.com/go-gl/gl/all-core/gl" "github.com/go-gl/mathgl/mgl32" "github.com/inkyblackness/imgui-go/v4" ) const ( SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag ) var ( ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping RandomSize = itype.Vec2i{32, 32} // Size of the random mapping ) // WorldRenderer holds texture/shader resource and viewport // information for world rendering. type WorldRenderer struct { lastDisplaySize itype.Vec2i startTime time.Time texRand uint32 // random texture mapping, RGBA8 (0~1) // Depth mapping pass depthmap struct { fbo, tex uint32 // Framebuffer Object and Texture. shader *Shader // Shader. } // Geometry pass gbuffer struct { fbo uint32 // The Framebuffer object. // Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity. pos, norm, color uint32 depth uint32 // Depth renderbuffer. shader *Shader // Geometry pass shaders. } // Screen-Space Ambient Occlusion (SSAO) pass ssao struct { fbo uint32 // Framebuffer ambient uint32 // Ambient strength output texture [0,1] (Red channel) uboSamples uint32 // Uniform Buffer Object pointing to the array of samples shader *Shader // SSAO pass shader // SSAO blur pass blur struct { fbo uint32 output uint32 shader *Shader } } // Deferred lighting pass lighting struct { shader *Shader // Deferred lighting pass shaders } // Semi-transparent pass water struct { shader *Shader } // Output pass output struct { fbo uint32 // Output framebuffer object, rendering to the output texture. tex uint32 // Output texture, rendered to the back buffer at the end. //depth uint32 // Output depth renderbuffer, use gbuffer.depth shader *Shader // Shader used to copy output.tex to back buffer. } texture *Texture // World texture atlas } // The default WorldRenderer. var DefaultWorldRenderer WorldRenderer // Init initializes the WorldRenderer. func (r *WorldRenderer) Init(w *world.World) (err error) { r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag) if err != nil { return errors.New("depthmap: " + err.Error()) } r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag) if err != nil { return errors.New("gbuffer: " + err.Error()) } r.ssao.shader, err = NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag) if err != nil { return errors.New("ssao: " + err.Error()) } r.ssao.blur.shader, err = NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag) if err != nil { return errors.New("ssao_blur: " + err.Error()) } r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag) if err != nil { return errors.New("lighting: " + err.Error()) } r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag) if err != nil { return errors.New("water: " + err.Error()) } r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag) if err != nil { return errors.New("output: " + err.Error()) } // get the maximum anisotropic filtering level var maxaf float32 gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf) asset.InitWorldTextureAtlas() r.texture = NewTexture() r.texture.UpdatesRGB(asset.WorldTextureAtlas.Image) r.texture.GenerateMipMap() gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle()) gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf) r.gbuffer.shader.SetUniformTexture("tex", r.texture) r.water.shader.SetUniformTexture("tex", r.texture) igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_RGBA, igwrap.TextureFlag_FlipY) r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4()) r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4()) r.water.shader.SetUniformMat4("model", mgl32.Ident4()) // and view and projection uniforms not yet set gl.BindFragDataLocation(r.lighting.shader.Handle(), 0, gl.Str("outputColor\x00")) gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00")) gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00")) // generate random mapping { data := make([]uint32, RandomSize[0]*RandomSize[1]) for i := range data { data[i] = rand.Uint32() } gl.GenTextures(1, &r.texRand) gl.BindTexture(gl.TEXTURE_2D, r.texRand) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data)) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) } r.ssao.shader.SetUniformTextureHandle("rand", r.texRand) r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32()) // generate the depthmap and depthmap FBO gl.GenFramebuffers(1, &r.depthmap.fbo) gl.GenTextures(1, &r.depthmap.tex) gl.BindTexture(gl.TEXTURE_2D, r.depthmap.tex) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER) borderColor := []float32{1, 1, 1, 1} gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0]) // attach depth texture as FBO's depth buffer gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap.tex, 0) gl.DrawBuffer(gl.NONE) gl.ReadBuffer(gl.NONE) // attach the shadowmap to the shader r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex) r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex) // generate G-buffer and friends gl.GenFramebuffers(1, &r.gbuffer.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo) // position gl.GenTextures(1, &r.gbuffer.pos) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER) borderColor = []float32{1, 1, 1, 1} gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0]) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0) // normal gl.GenTextures(1, &r.gbuffer.norm) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, r.gbuffer.norm, 0) // diffuse color gl.GenTextures(1, &r.gbuffer.color) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, r.gbuffer.color, 0) // depth gl.GenRenderbuffers(1, &r.gbuffer.depth) gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth) // tell OpenGL which color attachments we'll use (of this framebuffer) attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2} gl.DrawBuffers(int32(len(attachments)), &attachments[0]) // attach the textures r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos) r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm) r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color) r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos) r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm) // generate SSAO friends gl.GenFramebuffers(1, &r.ssao.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo) // ambient strength texture gl.GenTextures(1, &r.ssao.ambient) gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0) r.ssao.blur.shader.SetUniformTextureHandle("tex", r.ssao.ambient) // uniform buffer object for samples ssaoSamples := make([]itype.Vec4f, SSAOSampleCount) for i := range ssaoSamples { sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05} sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64()) ssaoSamples[i] = itype.Vec4f{ float32(sample[0]), float32(sample[1]), float32(sample[2]), 0, } } gl.GenBuffers(1, &r.ssao.uboSamples) gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples) gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW) // bind UBO (onto binding 0 for now) gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples) gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0) // SSAO blur pass gl.GenFramebuffers(1, &r.ssao.blur.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo) gl.GenTextures(1, &r.ssao.blur.output) gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.blur.output, 0) r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output) // generate the output texture and friends gl.GenFramebuffers(1, &r.output.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo) // output gl.GenTextures(1, &r.output.tex) gl.BindTexture(gl.TEXTURE_2D, r.output.tex) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0) // depth gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth) // attach textures r.output.shader.SetUniformTextureHandle("tex", r.output.tex) // set the texture flags for ImGUI igwrap.SetTextureFlag(r.gbuffer.color, igwrap.TextureFlag_Linear) igwrap.SetTextureFlag(r.ssao.ambient, igwrap.TextureFlag_Red) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) r.lastDisplaySize = io.DisplaySize r.startTime = time.Now() initScreenQuad() return nil } // ResizeDisplay resizes the size of the internal buffers dependent on the window size. // It is called automatically most of the time. func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) { gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) // G-Buffer, Position gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) // G-Buffer, Normal gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color) // G-Buffer, Albedo Color gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) // G-Buffer, Depth (Renderbuffer) gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient) // SSAO Output Ambient Strength gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil) gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output) // SSAO Blurred Output gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil) gl.BindTexture(gl.TEXTURE_2D, r.output.tex) // Output Texture gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) r.lastDisplaySize = newSize } var ( sun = [3]float32{0.2, 0.4, 0.3} alpha = float32(0.55) gamma = float32(2.2) exposure = float32(1) atlasScale = float32(1) ) func (r *WorldRenderer) Render(world *world.World, view *View) { allclock := util.NewClock() lastclock := util.NewClock() io.RenderPos = io.ViewPos io.RenderDir = io.ViewDir // re-generate the G-buffers if the display size changed if r.lastDisplaySize != io.DisplaySize { r.ResizeDisplay(io.DisplaySize) } imgui.SliderFloat3("Sun", &sun, -1, 1) normalSun := itype.Vec3f(sun).Normalize() imgui.SliderFloat("Water Alpha", &alpha, 0, 1) imgui.SliderFloat("Gamma", &gamma, 1.6, 2.8) imgui.SliderFloat("Exposure", &exposure, 0, 2) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) lastclock.Restart() // 1. Render to depth map gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1])) gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo) gl.Clear(gl.DEPTH_BUFFER_BIT) lightPos := view.EyePos.Add(normalSun.Multiply(50)) lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], view.EyePos[0], view.EyePos[1], view.EyePos[2], 0, 1, 0) lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100) lightspace := lightProjection.Mul4(lightView) io.RenderPos = lightPos.ToFloat64() io.RenderDir = view.EyePos.Add(lightPos.Negative()).ToFloat64() r.depthmap.shader.UseProgram() r.depthmap.shader.SetUniformMat4("lightspace", lightspace) world.Render() world.RenderWater() io.Diagnostics.Times.RenderPasses.Depthmap = lastclock.Restart() // 2. Geometry pass, render to G-buffer io.RenderPos = io.ViewPos io.RenderDir = io.ViewDir gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1])) gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Disable(gl.BLEND) r.gbuffer.shader.UseProgram() r.gbuffer.shader.BindTextures() r.gbuffer.shader.SetUniformMat4("lightspace", lightspace) r.gbuffer.shader.SetUniformMat4("view", view.View()) r.gbuffer.shader.SetUniformMat4("projection", view.Perspective()) r.gbuffer.shader.SetUniformMat4("mvp", view.Perspective().Mul4(view.View())) r.gbuffer.shader.SetUniformVec3f("viewPos", view.EyePos) world.Render() io.Diagnostics.Times.RenderPasses.Geometry = lastclock.Restart() // 3/1. SSAO pass gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) r.ssao.shader.UseProgram() r.ssao.shader.BindTextures() r.ssao.shader.SetUniformMat4("view", view.View()) r.ssao.shader.SetUniformMat4("projection", view.Perspective()) r.ssao.shader.SetUniformVec3f("viewPos", view.EyePos) DrawScreenQuad() // 3/2. SSAO blur pass (TODO) gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo) r.ssao.blur.shader.UseProgram() r.ssao.blur.shader.BindTextures() r.ssao.blur.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32()) DrawScreenQuad() io.Diagnostics.Times.RenderPasses.SSAO = lastclock.Restart() // 4. Render the actual output with deferred lighting gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo) gl.ClearColor(0, 0, 0, 0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) r.lighting.shader.UseProgram() r.lighting.shader.BindTextures() r.lighting.shader.SetUniformMat4("lightspace", lightspace) r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos) r.lighting.shader.SetUniformVec4f("fogColor", io.FogColor) r.lighting.shader.SetUniformVec3f("sun", normalSun) DrawScreenQuad() io.Diagnostics.Times.RenderPasses.Lighting = lastclock.Restart() // 5. Render water gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.BlendEquation(gl.FUNC_ADD) r.water.shader.UseProgram() r.water.shader.BindTextures() r.water.shader.SetUniformMat4("lightspace", lightspace) r.water.shader.SetUniformMat4("view", view.View()) r.water.shader.SetUniformMat4("projection", view.Perspective()) r.water.shader.SetUniformVec3f("viewPos", view.EyePos) r.water.shader.SetUniformVec4f("fogColor", io.FogColor) r.water.shader.SetUniformVec3f("sun", normalSun) r.water.shader.SetUniformFloat("alpha", alpha) world.RenderWater() // Finally. Copy the output texture to the back buffer gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3]) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.BLEND) r.output.shader.UseProgram() r.output.shader.BindTextures() r.output.shader.SetUniformFloat("gamma", gamma) r.output.shader.SetUniformFloat("exposure", exposure) DrawScreenQuad() io.Diagnostics.Times.RenderPasses.Postfx = lastclock.Restart() io.Diagnostics.Times.Render = allclock.Elapsed() // Show Information? if io.ShowDebugInfo { r.renderDebugInfo() } }