Removed getFBO method in IrrDriver
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@@ -982,6 +982,7 @@ void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
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// ----------------------------------------------------------------------------
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void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
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const FrameBuffer &scalar_fbo,
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size_t layer, float sigma_h,
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float sigma_v) const
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{
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@@ -992,14 +993,14 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
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if (!CVS->supportsComputeShadersFiltering())
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{
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// Used as temp
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irr_driver->getFBO(FBO_SCALAR_1024).bind();
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scalar_fbo.bind();
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Gaussian6VBlurShader::getInstance()
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->render(layer_tex, UserConfigParams::m_shadows_resolution,
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UserConfigParams::m_shadows_resolution, sigma_v);
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in_fbo.bindLayer(layer);
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Gaussian6HBlurShader::getInstance()
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->render(irr_driver->getFBO(FBO_SCALAR_1024),
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->render(scalar_fbo,
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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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@@ -1011,7 +1012,7 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
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ComputeShadowBlurVShader::getInstance()->setTextureUnits(layer_tex);
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glBindSampler(ComputeShadowBlurVShader::getInstance()->m_dest_tu, 0);
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glBindImageTexture(ComputeShadowBlurVShader::getInstance()->m_dest_tu,
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irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0,
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scalar_fbo.getRTT()[0], 0,
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false, 0, GL_WRITE_ONLY, GL_R32F);
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ComputeShadowBlurVShader::getInstance()->setUniforms
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(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
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@@ -1025,7 +1026,7 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
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| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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ComputeShadowBlurHShader::getInstance()->use();
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ComputeShadowBlurHShader::getInstance()
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->setTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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->setTextureUnits(scalar_fbo.getRTT()[0]);
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glBindSampler(ComputeShadowBlurHShader::getInstance()->m_dest_tu, 0);
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glBindImageTexture(ComputeShadowBlurHShader::getInstance()->m_dest_tu,
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layer_tex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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@@ -1274,7 +1275,7 @@ void PostProcessing::renderGodRays(scene::ICameraSceneNode * const camnode,
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glDisable(GL_DEPTH_TEST);
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// Fade to quarter
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irr_driver->getFBO(FBO_QUARTER1).bind();
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quarter1_fbo.bind();
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glViewport(0, 0, irr_driver->getActualScreenSize().Width / 4,
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irr_driver->getActualScreenSize().Height / 4);
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GodFadeShader::getInstance()->render(fbo.getRTT()[0], col);
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@@ -1299,7 +1300,7 @@ void PostProcessing::renderGodRays(scene::ICameraSceneNode * const camnode,
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const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
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// Rays please
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irr_driver->getFBO(FBO_QUARTER2).bind();
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quarter2_fbo.bind();
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GodRayShader::getInstance()
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->render(quarter1_fbo.getRTT()[0], core::vector2df(sunx, suny));
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@@ -1536,7 +1537,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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glEnable(GL_FRAMEBUFFER_SRGB);
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if(specified_render_target == NULL)
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out_fbo = &irr_driver->getFBO(FBO_MLAA_COLORS);
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out_fbo = &rtts->getFBO(FBO_MLAA_COLORS);
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else
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out_fbo = specified_render_target->getFrameBuffer();
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