+ */
+ glRotatef(-cam_theta, 0, 1, 0);
+ glRotatef(-cam_phi, 1, 0, 0);
+ glTranslatef(0, 0, cam_dist);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, post_fbo[0]);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(sdr);
+ glUniform1f(uloc_aspect, win_aspect);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glUseProgram(post_sdr[POST_OLDFIG]);
+ overlay_tex(post_fbtex, 1.0);
+
+ if(dbgtex) {
+ glUseProgram(0);
+ overlay_tex(dbgtex, dbg_alpha);
+ }