Removed one more reference to global function.
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d2a7e21632
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@ -630,6 +630,17 @@ public:
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assignSamplerNames(0, "color_buffer", ST_BILINEAR_CLAMPED_FILTERED,
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assignSamplerNames(0, "color_buffer", ST_BILINEAR_CLAMPED_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED);
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1, "dtex", ST_NEAREST_FILTERED);
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} // MotionBlurShader
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} // MotionBlurShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &fb, float boost_time)
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{
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setTextureUnits(fb.getRTT()[0], irr_driver->getDepthStencilTexture());
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Camera *cam = Camera::getActiveCamera();
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// Todo : use a previousPVMatrix per cam, not global
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drawFullScreenEffect(cam->getPreviousPVMatrix(),
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core::vector2df(0.5, 0.5),
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boost_time, // Todo : should be framerate dependent=
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0.15f);
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} // render
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}; // MotionBlurShader
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}; // MotionBlurShader
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// ============================================================================
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// ============================================================================
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@ -1291,15 +1302,8 @@ void PostProcessing::renderMotionBlur(unsigned , FrameBuffer &in_fbo,
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out_fbo.Bind();
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out_fbo.Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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MotionBlurShader::getInstance()
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float boost_time = cb->getBoostTime(cam->getIndex()) * 10;
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->setTextureUnits(in_fbo.getRTT()[0],
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MotionBlurShader::getInstance()->render(in_fbo, boost_time);
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irr_driver->getDepthStencilTexture());
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DrawFullScreenEffect<MotionBlurShader>
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(// Todo : use a previousPVMatrix per cam, not global
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cam->getPreviousPVMatrix(),
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core::vector2df(0.5, 0.5),
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cb->getBoostTime(cam->getIndex()) * 10, // Todo : should be framerate dependent
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0.15f);
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} // renderMotionBlur
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} // renderMotionBlur
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