Side effect of rebasing
@@ -62,10 +62,14 @@ public ApplyDeferredLightingNode(Context context) {
addDesiredStateChange(new EnableMaterial(DEFERRED_LIGHTING_MATERIAL));
int textureSlot = 0;
- addDesiredStateChange(new SetInputTextureFromFBO(textureSlot++, READONLY_GBUFFER, ColorTexture, displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaque"));
- addDesiredStateChange(new SetInputTextureFromFBO(textureSlot++, READONLY_GBUFFER, DepthStencilTexture, displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueDepth"));
- addDesiredStateChange(new SetInputTextureFromFBO(textureSlot++, READONLY_GBUFFER, NormalsTexture, displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueNormals"));
- addDesiredStateChange(new SetInputTextureFromFBO(textureSlot, READONLY_GBUFFER, LightAccumulationTexture, displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueLightBuffer"));
+ addDesiredStateChange(new SetInputTextureFromFbo(textureSlot++, READONLY_GBUFFER, ColorTexture,
+ displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaque"));
+ addDesiredStateChange(new SetInputTextureFromFbo(textureSlot++, READONLY_GBUFFER, DepthStencilTexture,
+ displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueDepth"));
+ addDesiredStateChange(new SetInputTextureFromFbo(textureSlot++, READONLY_GBUFFER, NormalsTexture,
+ displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueNormals"));
+ addDesiredStateChange(new SetInputTextureFromFbo(textureSlot, READONLY_GBUFFER, LightAccumulationTexture,
+ displayResolutionDependentFBOs, DEFERRED_LIGHTING_MATERIAL, "texSceneOpaqueLightBuffer"));
}
/**
