AP
Size: a a a
AP
AP
ED
AP
AP
ED
TG
for (int x=(int)bboxmin.x; x<=(int)bboxmax.x; x++) {жестоко
for (int y=(int)bboxmin.y; y<=(int)bboxmax.y; y++) {
AP
for (int x=(int)bboxmin.x; x<=(int)bboxmax.x; x++) {жестоко
for (int y=(int)bboxmin.y; y<=(int)bboxmax.y; y++) {
AP
if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 || zbuffer[x+y*image.get_width()]>frag_depth) continue;
AP
AP
ED
TG
AP
this->postProcessShader = AssetManager::LoadScreenSpaceShader("Resources/post_process.glsl"_id);
Runtime::AddShaderUpdateListener(this->postProcessShader, FileManager::GetWorkingDirectory());
ED
ED
AP
КЮ
AP
ED