Format code with clang-format.
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@@ -3,8 +3,7 @@
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#include <cstddef>
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#include <iostream>
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Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram) :
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shaderProgram(shaderProgram)
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Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram) : shaderProgram(shaderProgram)
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{
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glGenFramebuffers(1, &FBO);
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@@ -90,7 +89,6 @@ void Framebuffer::generateTextures(uint32_t width, uint32_t height)
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unbind();
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}
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void Framebuffer::setExposureCorrection(bool exposureCorrection)
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{
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shaderProgram->bind();
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@@ -112,7 +110,8 @@ DepthMap::DepthMap(int TYPE, int RESOLUTION)
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, RESOLUTION, RESOLUTION, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, RESOLUTION, RESOLUTION, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
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NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -140,11 +139,10 @@ DepthMap::DepthMap(int TYPE, int RESOLUTION)
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DepthMap::~DepthMap()
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{
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if(cubeMap)
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if (cubeMap)
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delete cubeMap;
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}
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void DepthMap::bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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