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  1. void Application::RenderSceneWithLight()
  2. {
  3. //.. combine the light buffer
  4. glClearColor(0,0,0,0);
  5. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  6. glDisable(GL_DEPTH_TEST);
  7.  
  8. // bind Textures
  9. glActiveTexture(GL_TEXTURE0);
  10. glBindTexture(GL_TEXTURE_2D,m_kLightBuffer.m_uiTextures[0]);
  11. glUniform1i(glGetUniformLocation(m_uiCombineProgram, "tex"), 0);
  12.  
  13.  
  14. glActiveTexture(GL_TEXTURE1);
  15. glBindTexture(GL_TEXTURE_2D,m_kGbuffer.m_uiTextures[2]);
  16. glUniform1i(glGetUniformLocation(m_uiCombineProgram, "diffuse"), 1);
  17.  
  18.  
  19.  
  20. glm::vec4 ambient = glm::vec4(0.2,0.03,0.0,0.0);
  21. glUniform4f(glGetUniformLocation(m_uiCombineProgram, "ambient"),ambient.x, ambient.y, ambient.z, ambient.w);
  22.  
  23. glUniform2f(glGetUniformLocation(m_uiDeferredProgram, "kScreenDimension"),(float)m_kGbuffer.m_iWidth,(float)m_kGbuffer.m_iHeight);
  24.  
  25.  
  26.  
  27. glUseProgram(m_uiCombineProgram);
  28. glBindVertexArray(m_uiFullScreenQuadVAO);
  29. glDrawArrays(GL_TRIANGLES, 0,6);
  30.  
  31. glBindVertexArray(0);
  32. glActiveTexture(GL_TEXTURE0);
  33. glUseProgram(0);
  34. glDisable(GL_BLEND);
  35. glEnable(GL_DEPTH_TEST);
  36.  
  37. }
  38.  
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