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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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@@ -29,6 +29,19 @@ void gl::cubemap::alloc(GLint format, int width, int height, GLenum components,
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void gl::cubemap::alloc_levels(GLenum format, int size, int levels) const
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, *this);
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glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format, size, size);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, levels - 1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void gl::cubemap::bind(int unit) const
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{
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glActiveTexture(unit);
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