#include "buffer.h" void buffer_draw(Renderer* renderer, Shader* shader, RendererBuffer buffer, Postprocessing* postprocessing) { mat4 model; mat4 projection; mat4 view; vec2 size; vec3 position; Texture* texture; glm_vec2_zero(size); glm_vec3_zero(position); glm_mat4_identity(model); size[0] = renderer->bufferSizes[buffer][0]; size[1] = renderer->bufferSizes[buffer][1]; position[2] *= BUFFER_Z_INCREMENT; glm_translate(model, position); camera_projection_get(&renderer->camera[buffer], projection); camera_view_get(&renderer->camera[buffer], view); texture_quad_draw ( &renderer->fboTextures[buffer], renderer, shader, (f32*)TEXTURE_QUAD_UV_MIN_DEFAULT, (f32*)TEXTURE_QUAD_UV_MAX_DEFAULT, model, view, projection, size, postprocessing->color, postprocessing->colorCover, FLIP_HORIZONTAL_VERTICAL ); }