From 0b9eaac5e1a5892abdde3c32d3835ac98b4a30ef Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 13 Jun 2018 19:04:19 +0200 Subject: [PATCH] - fixed SSAO shader texture assignments. --- src/gl/renderer/gl_postprocess.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp index a87d2ae899..fcfb7e2db9 100644 --- a/src/gl/renderer/gl_postprocess.cpp +++ b/src/gl/renderer/gl_postprocess.cpp @@ -129,8 +129,8 @@ void FGLRenderer::AmbientOccludeScene() // Apply ambient occlusion mBuffers->AmbientFB1.Bind(); mBuffers->LinearDepthTexture.Bind(0); - mBuffers->AmbientRandomTexture[randomTexture].Bind(1, GL_NEAREST, GL_REPEAT); - mBuffers->BindSceneNormalTexture(2); + mBuffers->AmbientRandomTexture[randomTexture].Bind(2, GL_NEAREST, GL_REPEAT); + mBuffers->BindSceneNormalTexture(1); mSSAOShader->Bind(); if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0; mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };