Now have anti-aliasing with framebuffers and can do post processing on it. Look at shaders/30-screen-bw.frag.glsl to see.
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8 changed files with 67 additions and 161 deletions
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30-anti-aliasing/shaders/30-screen.frag.glsl
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30-anti-aliasing/shaders/30-screen.frag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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FragColor = texture(screenTexture, TexCoords);
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}
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