static void draw(long tm)
{
+ glDisable(GL_DEPTH_TEST);
+
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
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);
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);