Clean bloomblending since it's not used anymore
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06f0188a5b
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2206f8ad5c
@ -1,14 +0,0 @@
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uniform sampler2D tex_128;
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uniform sampler2D tex_256;
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uniform sampler2D tex_512;
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out vec4 FragColor;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec4 col = .125 * texture(tex_128, uv);
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col += .25 * texture(tex_256, uv);
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col += .5 * texture(tex_512, uv);
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FragColor = vec4(col.xyz, 1.);
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}
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@ -754,7 +754,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 2., 2.);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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irr_driver->getFBO(FBO_BLOOM_256).Bind();
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irr_driver->getFBO(FBO_BLOOM_256).Bind();
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renderPassThrough(irr_driver->getFBO(FBO_BLOOM_128).getRTT()[0], 256, 256);
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renderPassThrough(irr_driver->getFBO(FBO_BLOOM_128).getRTT()[0], 256, 256);
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@ -771,15 +771,12 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_TMP_1024), 2., 2.);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_TMP_1024), 2., 2.);
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// Additively blend on top of tmp1
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// Additively blend
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in_fbo->Bind();
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in_fbo->Bind();
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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FullScreenShader::BloomBlendShader::getInstance()->SetTextureUnits(
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024), in_fbo->getWidth(), in_fbo->getHeight());
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irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
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DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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} // end if bloom
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} // end if bloom
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@ -1571,16 +1571,6 @@ namespace FullScreenShader
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AssignSamplerNames(Program, 0, "tex");
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AssignSamplerNames(Program, 0, "tex");
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}
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}
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BloomBlendShader::BloomBlendShader()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bloomblend.frag").c_str());
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AssignUniforms();
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AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
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}
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LensBlendShader::LensBlendShader()
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LensBlendShader::LensBlendShader()
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{
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{
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Program = LoadProgram(OBJECT,
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Program = LoadProgram(OBJECT,
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@ -388,12 +388,6 @@ public:
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BloomShader();
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BloomShader();
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};
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};
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class BloomBlendShader : public ShaderHelperSingleton<BloomBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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BloomBlendShader();
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};
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class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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{
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public:
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public:
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