Created
February 5, 2012 14:05
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Light Rays 0.7 - identity projection and view matrix to render full screen
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| // 2a: now that we've got the scene in a texture we're going to apply an | |
| // effect on it. To apply an effect we need to draw it again now using the | |
| // mode = 3. | |
| // | |
| // note that we use a trick here to draw the rendered scene onto a plane | |
| // with a width and height of 2. (-1 to 1). which are the normalized | |
| // device coordinates. Basically what we do here is drawing the captured | |
| // scene (captured with fbo) onto a plane which is almost the same size | |
| // of the window. I say almost because we use 1.9 here (instead of 2). | |
| // | |
| /* | |
| * | |
| * -1,1 1,1 | |
| * ---------- | |
| * | | | |
| * | | | |
| * | | | |
| * | | | |
| * | | | |
| * ---------- | |
| * -1,-1 1,-1 | |
| * | |
| * | |
| */ | |
| Mat4 ident; | |
| Mat4 scale = Mat4::scaling(1.9,1.9,1); | |
| shader.uniformMat4fv("projection_matrix", ident.getPtr()); | |
| shader.uniformMat4fv("view_matrix", scale.getPtr()); | |
| glDisable(GL_DEPTH_TEST); | |
| glEnable(GL_TEXTURE_2D); // just to make sure textures are enabled. | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, fbo.getTextureID(0)); // make this our active texture | |
| shader.uniform1i("mode", 3); | |
| glDrawArrays(GL_QUADS, 0, 4); |
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