Now render water through it's own buffer. Not currently visable through finaltexture. Also added a white texture to render the water.
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@@ -79,6 +79,7 @@ private:
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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Texture* t_m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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@@ -90,21 +91,23 @@ private:
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GLuint m_tLighting = 0;
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GLuint m_fbDeferred3 = 0;
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GLuint m_tFinal = 0;
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//Water "Diffuse" texture
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GLuint t_m_GWater = 0;
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//Water GTexture
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GLuint t_m_Gwater = 0;
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//Water blur texture
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GLuint t_m_tWater;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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void CreateBuffers();
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GLuint CreateQuad();
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GLuint CreateWaterParticleVAO(RenderQueue &particles);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles);
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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