#include "Rendering/DrawFinalPassState.h" DrawFinalPassState::DrawFinalPassState() { BindFramebuffer(0); Enable(GL_BLEND); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Enable(GL_DEPTH_TEST); Enable(GL_CULL_FACE); ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f)); Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } DrawFinalPassState::~DrawFinalPassState() { }