Add the lensflare shader
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@@ -125,10 +125,15 @@ RTT::RTT(size_t width, size_t height)
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RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_BLOOM_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_TMP_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_LENS_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_BLOOM_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_LENS_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
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std::vector<GLuint> somevector;
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somevector.push_back(RenderTargetTextures[RTT_SSAO]);
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@@ -208,17 +213,30 @@ RTT::RTT(size_t width, size_t height)
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_LENS_512]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_LENS_256]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_LENS_128]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
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if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
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