void gfx::GraphicsEngine::RenderActiveTarget(){ glViewport((GLint)(m_Width * 0.5f), BUTTON_SIZE, (GLint)(m_Width * 0.5f), m_Height - BUTTON_SIZE * 2); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader); spriteProg->Apply(); glBindVertexArray(0); Texture* tex = g_MaterialBank.GetTexture(m_FrameBuffer.GetTexture()); float sizeH; sizeH = tex->GetHeight() / tex->GetWidth(); tex->Apply(spriteProg->FetchUniform("g_Texture"), 0); spriteProg->SetUniformVec4("g_Color", glm::vec4(1)); spriteProg->SetUniformVec4("g_Pos", glm::vec4(0.0f, 0.5f + sizeH * 0.5f, 0.0f,0.0f)); spriteProg->SetUniformVec4("g_Size", glm::vec4(1.0f, sizeH, 1.0f, 1.0f)); if (tex->GetChannels() == 1){ spriteProg->SetUniformBool("g_GreyScale", true); } else{ spriteProg->SetUniformBool("g_GreyScale", false); } glDrawArrays(GL_POINTS, 0, 1); }