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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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@@ -13,6 +13,9 @@ namespace gl
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~cubemap();
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void alloc(GLint format, int width, int height, GLenum components, GLenum type) const;
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// immutable storage of square faces with the given number of mipmap levels, filtered between the levels.
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// the levels are meant to be written by compute shaders (glBindImageTexture), so format has to be an image format
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void alloc_levels(GLenum format, int size, int levels) const;
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void bind(int unit) const;
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void generate_mipmaps() const;
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};
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