Removed more references to global function.
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e9c2f0ecf1
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101fcf5df7
@ -190,14 +190,14 @@ public:
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian6HBlurShader
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} // Gaussian6HBlurShader
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void render(float sigma_h)
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void render(const FrameBuffer &fb, int width, int height, float sigma_h)
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{
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{
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setTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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setTextureUnits(fb.getRTT()[0]);
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drawFullScreenEffect(
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drawFullScreenEffect(
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core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
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core::vector2df(1.f / width,
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1.f / UserConfigParams::m_shadows_resolution),
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1.f / height),
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sigma_h);
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sigma_h);
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} // render
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} // renderq
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}; // Gaussian6HBlurShader
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}; // Gaussian6HBlurShader
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// ============================================================================
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// ============================================================================
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@ -995,7 +995,10 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo,
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UserConfigParams::m_shadows_resolution, sigma_v);
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UserConfigParams::m_shadows_resolution, sigma_v);
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in_fbo.BindLayer(layer);
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in_fbo.BindLayer(layer);
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Gaussian6HBlurShader::getInstance()->render(sigma_h);
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Gaussian6HBlurShader::getInstance()
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->render(irr_driver->getFBO(FBO_SCALAR_1024),
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UserConfigParams::m_shadows_resolution,
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UserConfigParams::m_shadows_resolution, sigma_h);
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}
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}
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else
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else
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{
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{
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@ -1052,10 +1055,9 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo,
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sigma_v);
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sigma_v);
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in_fbo.Bind();
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in_fbo.Bind();
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Gaussian6HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
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Gaussian6HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
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DrawFullScreenEffect<Gaussian6HBlurShader>
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Gaussian6HBlurShader::getInstance()->render(auxiliary, in_fbo.getWidth(),
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(core::vector2df(inv_width, inv_height), sigma_h);
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in_fbo.getHeight(), sigma_h);
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}
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}
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else
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else
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{
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{
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