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@@ -105,16 +105,12 @@ void RunPass( const camera_t& cam )
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glUniform2fv( shdr_ppp_ssao->GetUniformLocation(0), 1, &(vec2_t(cam.GetZNear(), cam.GetZFar()))[0] );
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shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(1), ms::depth_fai, 0 );
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shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(2), *noise_map, 1 );
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- shdr_ppp_ssao->LocTexUnit( "ms_normal_fai", ms::normal_fai, 2 );
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+ shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(3), ms::normal_fai, 2 );
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// Draw quad
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glEnableClientState( GL_VERTEX_ARRAY );
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- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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-
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glVertexPointer( 2, GL_FLOAT, 0, quad_vert_cords );
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-
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glDrawArrays( GL_QUADS, 0, 4 );
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-
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glDisableClientState( GL_VERTEX_ARRAY );
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// end
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