Moved more shaders into PostProcessing.
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@ -41,6 +41,22 @@
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using namespace video;
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using namespace scene;
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// ============================================================================
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class Gaussian3HBlurShader : public Shader<Gaussian3HBlurShader,
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core::vector2df>,
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public TextureReadNew<ST_BILINEAR_CLAMPED_FILTERED>
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{
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public:
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Gaussian3HBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian3h.frag");
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assignUniforms("pixel");
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assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian3HBlurShader
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}; // Gaussian3HBlurShader
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// ============================================================================
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class ComputeShadowBlurVShader : public Shader<ComputeShadowBlurVShader,
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core::vector2df,
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@ -516,8 +532,8 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
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{
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in_fbo.Bind();
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FullScreenShader::Gaussian3HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
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Gaussian3HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
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DrawFullScreenEffect<Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
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}
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}
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@ -1014,17 +1014,6 @@ namespace FullScreenShader
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assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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}
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Gaussian3HBlurShader::Gaussian3HBlurShader()
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{
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loadProgram(OBJECT,
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GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian3h.frag");
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assignUniforms("pixel");
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assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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}
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PassThroughShader::PassThroughShader()
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{
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loadProgram(OBJECT,
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@ -316,13 +316,6 @@ public:
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HorizontalBlurShader();
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};
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class Gaussian3HBlurShader : public Shader<Gaussian3HBlurShader, core::vector2df>,
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public TextureReadNew<ST_BILINEAR_CLAMPED_FILTERED>
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{
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public:
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Gaussian3HBlurShader();
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};
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class PassThroughShader : public Shader<PassThroughShader, int, int>,
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public TextureReadNew<ST_BILINEAR_FILTERED>
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