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src/renderer/depthOfFieldPass/renderer.ts

Lines changed: 7 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -91,31 +91,28 @@ export const createDepthOfFieldPassRenderer = (gl: WebGL2RenderingContext) => {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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draw();
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94+
gl.activeTexture(gl.TEXTURE0 + 1);
95+
gl.bindTexture(gl.TEXTURE_2D, colorTextureScene);
96+
gl.activeTexture(gl.TEXTURE0 + 2);
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gl.bindTexture(gl.TEXTURE_2D, depthTextureScene);
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gl.activeTexture(gl.TEXTURE0 + 3);
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gl.bindTexture(gl.TEXTURE_2D, colorTextureBlur);
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gl.disable(gl.DEPTH_TEST);
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gl.bindVertexArray(vao);
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gl.useProgram(programBlur);
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gl.uniform1i(blurUniforms.u_colorTexture, 1);
100-
gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, colorTextureScene);
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebufferBlur);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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107112
gl.useProgram(programComposition);
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109-
gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, colorTextureScene);
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gl.uniform1i(compositionUniforms.u_colorTexture, 1);
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gl.activeTexture(gl.TEXTURE0 + 2);
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gl.bindTexture(gl.TEXTURE_2D, depthTextureScene);
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gl.uniform1i(compositionUniforms.u_depthTexture, 2);
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gl.activeTexture(gl.TEXTURE0 + 3);
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gl.bindTexture(gl.TEXTURE_2D, colorTextureBlur);
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gl.uniform1i(compositionUniforms.u_blurredTexture, 3);
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121118
gl.uniform4f(

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