veMaterial* veDeferredRenderPipeline::createAmbientLightMaterial()
{
    auto material = new veMaterial;
    auto technique = new veTechnique;
    auto pass = new vePass;
    material->addTechnique(technique);
    technique->addPass(pass);
    
    pass->setRenderPass(vePass::FORWARD_PASS);
    pass->depthTest() = false;
    pass->depthWrite() = false;
    pass->stencilTest() = false;
    pass->cullFace() = true;
    pass->cullFaceMode() = GL_BACK;
    pass->blendFunc().src = GL_ONE;
    pass->blendFunc().dst = GL_ONE;
    pass->blendEquation() = GL_FUNC_ADD;
    pass->setShader(new veShader(veShader::VERTEX_SHADER, SCREEN_BASED_LIGHT_VERTEX_SHADER));
    pass->setShader(new veShader(veShader::FRAGMENT_SHADER, AMBIENT_LIGHT_FRAGMENT_SHADER));
    pass->addUniform(new veUniform("u_ambient", veVec3::ZERO));
    pass->addUniform(new veUniform("u_RT1", 0));
    
    return material;
}
Esempio n. 2
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TextLabel3D::TextLabel3D()
{
  setRenderPass(TranslucentPass);
}