OpenGl_RT_uDirectLB,
OpenGl_RT_uDirectRT,
OpenGl_RT_uDirectRB,
+ OpenGl_RT_uViewMat,
OpenGl_RT_uUnviewMat,
// 3D scene params
OpenGl_RT_FsaaInputTexture = 11,
OpenGl_RT_PrevAccumTexture = 12,
+ OpenGl_RT_DepthTexture = 13,
- OpenGl_RT_OpenGlColorTexture = 13,
- OpenGl_RT_OpenGlDepthTexture = 14
+ OpenGl_RT_OpenGlColorTexture = 14,
+ OpenGl_RT_OpenGlDepthTexture = 15
};
//! Tool class for management of shader sources.
const OpenGl_Mat4& theViewMapping,
OpenGl_Vec3* theOrigins,
OpenGl_Vec3* theDirects,
+ OpenGl_Mat4& theView,
OpenGl_Mat4& theUnView);
//! Binds ray-trace textures to corresponding texture units.
//! Sets uniform state for the given ray-tracing shader program.
Standard_Boolean setUniformState (const OpenGl_Vec3* theOrigins,
const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theViewMat,
const OpenGl_Mat4& theUnviewMat,
const Standard_Integer theProgramId,
const Handle(OpenGl_Context)& theGlContext);
const Standard_Integer theSizeY,
const OpenGl_Vec3* theOrigins,
const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theViewMat,
const OpenGl_Mat4& theUnviewMat,
Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,