PostShaderStage::RenderPassDataPtr PostShaderStage::RenderPassData::create( const std::string & szVertexProgram, const std::string & szFragmentProgram, bool bIsLastPass, UInt32 uiIndex, Int32 iPixelWidth, Int32 iPixelHeight, PostShaderStageData * pStageData, const Vec2f & vFBOSize, TextureObjChunk * const pSceneColorTex, TextureObjChunk * const pSceneDepthTex, const RenderPassVector & vPasses, FrameBufferObject * const pSceneFBO) { return RenderPassDataPtr(new RenderPassData(szVertexProgram, szFragmentProgram, bIsLastPass, uiIndex, iPixelWidth, iPixelHeight, pStageData, vFBOSize, pSceneColorTex, pSceneDepthTex, vPasses, pSceneFBO)); }
PostShaderStage::RenderPassDataPtr PostShaderStage::RenderPassData::create(const std::string& VertexProgram, const std::string& FragmentProgram, bool isLastPass, UInt32 Index, Int32 iPixelWidth, Int32 iPixelHeight, PostShaderStageData *StageData, const Vec2f& FBOSize, TextureObjChunk* const SceneColorTex, TextureObjChunk* const SceneDepthTex, const RenderPassVector& Passes, FrameBufferObject* const SceneFBO) { return RenderPassDataPtr(new RenderPassData(VertexProgram, FragmentProgram, isLastPass, Index, iPixelWidth, iPixelHeight, StageData, FBOSize, SceneColorTex, SceneDepthTex, Passes, SceneFBO)); }