git-svn-id: svn://db.shs.com.ru/libs@605 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -80,10 +80,10 @@ void RendererDeferredShading::renderScene() {
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QMatrix4x4 vc_proji;
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vc_proji.perspective(90., 1., view.camera()->depthStart(), view.camera()->depthEnd());
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vc_proji = vc_proji.inverted();
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corner_dirs[0] = (mproji * QVector4D( 1, 1, 0, 1));
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corner_dirs[1] = (mproji * QVector4D(-1, 1, 0, 1));
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corner_dirs[2] = (mproji * QVector4D(-1, -1, 0, 1));
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corner_dirs[3] = (mproji * QVector4D( 1, -1, 0, 1));
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corner_dirs[0] = (mproji * QVector4D(-1, -1, 0, 1));
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corner_dirs[1] = (mproji * QVector4D( 1, -1, 0, 1));
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corner_dirs[2] = (mproji * QVector4D(-1, 1, 0, 1));
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corner_dirs[3] = (mproji * QVector4D( 1, 1, 0, 1));
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//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
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fbo_g.bind();
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int buffs[] = {0, 1, 2, 3, 4};
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@@ -545,7 +545,7 @@ void RendererDeferredShading::reloadShaders() {
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for (int i = 0; i < shaders.size(); ++i) {
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QOpenGLShaderProgram * p(*(shaders[i].second));
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if (!p) p = new QOpenGLShaderProgram(view.context());
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loadShaders(p, shaders[i].first, "://shaders");
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loadShaders(p, shaders[i].first, "shaders");
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*(shaders[i].second) = p;
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}
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}
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