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REVIEWED: example: shaders_deferred_render -WIP-
Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
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@ -76,11 +76,11 @@ int main(void)
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
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// Load geometry buffer (G-buffer) shader and deferred shader
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Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs",
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"resources/shaders/glsl330/gbuffer.fs");
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Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION));
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Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs",
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"resources/shaders/glsl330/deferred_shading.fs");
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Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION));
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deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
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// Initialize the G-buffer
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@ -130,7 +130,6 @@ int main(void)
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if (!rlFramebufferComplete(gBuffer.framebuffer))
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{
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TraceLog(LOG_WARNING, "Framebuffer is not complete");
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exit(1);
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}
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// Now we initialize the sampler2D uniform's in the deferred shader.
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