Moved postpro texture to shader
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17
src/rlgl.c
17
src/rlgl.c
@ -1045,12 +1045,7 @@ void rlglInitPostpro(void)
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postproQuad = rlglLoadModel(quadData);
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Texture2D texture;
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texture.id = fboColorTexture;
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texture.width = w;
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texture.height = h;
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SetModelTexture(&postproQuad, texture);
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// NOTE: fboColorTexture id must be assigned to postproQuad model shader
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#endif
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}
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@ -1060,6 +1055,13 @@ void rlglSetPostproShader(Shader shader)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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rlglSetModelShader(&postproQuad, shader);
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Texture2D texture;
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texture.id = fboColorTexture;
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texture.width = GetScreenWidth();
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texture.height = GetScreenHeight();
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SetShaderMapDiffuse(&postproQuad.shader, texture);
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//TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id);
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//TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
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//TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId);
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@ -1369,8 +1371,7 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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// Set shader textures (diffuse, normal, specular)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.texture.id);
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//glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
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glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
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//glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
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if (vaoSupported)
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