Move SSAO code into renderLight in order to use a lighter rtt (8 bits instead of 32)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14755 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -1,4 +1,5 @@
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uniform sampler2D tex;
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uniform sampler2D diffuse_and_spec;
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uniform sampler2D ambient_occlusion;
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uniform vec3 ambient;
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//uniform sampler2D spectex;
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@ -6,10 +7,10 @@ void main()
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{
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vec2 texc = gl_TexCoord[0].xy;
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vec4 col = texture2D(tex, texc);
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//vec4 specular = texture2D(spectex, texc);
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vec4 col = texture2D(diffuse_and_spec, texc);
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float ao = texture2D(ambient_occlusion, texc).x;
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col.xyz += ambient;
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col.xyz += ao * ambient;
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float spec = col.a - 0.05;
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//spec *= specular.a;
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col.xyz += spec * col.xyz;
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@ -332,8 +332,10 @@ void LightBlendProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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float ambient[3] = { s.r, s.g, s.b };
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srv->setVertexShaderConstant("ambient", ambient, 3);
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//int spectex = 1;
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//srv->setVertexShaderConstant("spectex", &spectex, 1);
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int tex = 0;
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srv->setVertexShaderConstant("diffuse_and_spec", &tex, 1);
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tex = 1;
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srv->setVertexShaderConstant("ambient_occlusion", &tex, 1);
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}
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//-------------------------------------
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@ -203,102 +203,7 @@ void PostProcessing::renderSolid(const u32 cam)
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{
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if (!irr_driver->isGLSL()) return;
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// Early out: do nothing if at all possible
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if (UserConfigParams::m_ssao < 1 && !World::getWorld()->getTrack()->isFogEnabled())
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return;
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static u8 tick = 0;
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IVideoDriver * const drv = irr_driver->getVideoDriver();
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drv->setTransform(ETS_WORLD, core::IdentityMatrix);
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drv->setTransform(ETS_VIEW, core::IdentityMatrix);
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drv->setTransform(ETS_PROJECTION, core::IdentityMatrix);
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GaussianBlurProvider * const gacb = (GaussianBlurProvider *) irr_driver->
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getCallback(ES_GAUSSIAN3H);
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if (UserConfigParams::m_ssao == 1) // SSAO low
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{
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m_material.MaterialType = irr_driver->getShader(ES_SSAO);
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m_material.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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drv->setRenderTarget(irr_driver->getRTT(RTT_SSAO), true, false,
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SColor(255, 255, 255, 255));
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drawQuad(cam, m_material);
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// Blur it to reduce noise.
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{
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gacb->setResolution(UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3V);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER2), true, false);
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drawQuad(cam, m_material);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3H);
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m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER2));
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drv->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
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drawQuad(cam, m_material);
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}
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// Overlay
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m_material.MaterialType = EMT_ONETEXTURE_BLEND;
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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m_material.setTexture(1, 0);
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m_material.BlendOperation = EBO_ADD;
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m_material.MaterialTypeParam = pack_textureBlendFunc(EBF_DST_COLOR, EBF_ZERO);
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drv->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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drawQuad(cam, m_material);
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m_material.BlendOperation = EBO_NONE;
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m_material.MaterialTypeParam = 0;
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} else if (UserConfigParams::m_ssao == 2) // SSAO high
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{
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m_material.MaterialType = irr_driver->getShader(ES_SSAO);
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m_material.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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drv->setRenderTarget(irr_driver->getRTT(RTT_SSAO), true, false,
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SColor(255, 255, 255, 255));
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drawQuad(cam, m_material);
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// Blur it to reduce noise.
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{
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gacb->setResolution(UserConfigParams::m_width,
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UserConfigParams::m_height);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6V);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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drv->setRenderTarget(irr_driver->getRTT(RTT_TMP3), true, false);
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drawQuad(cam, m_material);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6H);
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m_material.setTexture(0, irr_driver->getRTT(RTT_TMP3));
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drv->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
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drawQuad(cam, m_material);
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}
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// Overlay
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m_material.MaterialType = EMT_ONETEXTURE_BLEND;
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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m_material.setTexture(1, 0);
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m_material.BlendOperation = EBO_ADD;
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m_material.MaterialTypeParam = pack_textureBlendFunc(EBF_DST_COLOR, EBF_ZERO);
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drv->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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drawQuad(cam, m_material);
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m_material.BlendOperation = EBO_NONE;
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m_material.MaterialTypeParam = 0;
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}
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if (World::getWorld()->getTrack()->isFogEnabled())
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{
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m_material.MaterialType = irr_driver->getShader(ES_FOG);
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@ -314,11 +219,6 @@ void PostProcessing::renderSolid(const u32 cam)
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m_material.BlendOperation = EBO_NONE;
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m_material.MaterialTypeParam = 0;
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}
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tick++;
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tick %= 2;
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}
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// ----------------------------------------------------------------------------
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@ -765,6 +765,47 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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} // for i in lights
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// Handle SSAO
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SMaterial m_material;
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GaussianBlurProvider * const gacb = (GaussianBlurProvider *) irr_driver->
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getCallback(ES_GAUSSIAN3H);
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m_material.ZWriteEnable = false;
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m_material.MaterialType = irr_driver->getShader(ES_SSAO);
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m_material.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), true, false,
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SColor(255, 255, 255, 255));
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m_post_processing->drawQuad(cam, m_material);
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// Blur it to reduce noise.
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if(UserConfigParams::m_ssao == 1) {
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gacb->setResolution(UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3V);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_QUARTER4), true, false);
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m_post_processing->drawQuad(cam, m_material);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3H);
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m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER4));
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
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m_post_processing->drawQuad(cam, m_material);
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} else if (UserConfigParams::m_ssao == 2) {
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gacb->setResolution(UserConfigParams::m_width,
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UserConfigParams::m_height);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6V);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_TMP4), true, false);
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m_post_processing->drawQuad(cam, m_material);
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m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6H);
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m_material.setTexture(0, irr_driver->getRTT(RTT_TMP4));
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m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
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m_post_processing->drawQuad(cam, m_material);
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}
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// Blend lights to the image
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video::SMaterial lightmat;
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lightmat.Lighting = false;
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@ -773,8 +814,8 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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lightmat.setFlag(video::EMF_BILINEAR_FILTER, false);
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lightmat.setTexture(0, m_rtts->getRTT(RTT_TMP1));
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// Specular mapping
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//lightmat.setTexture(1, m_rtts->getRTT(RTT_COLOR));
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// Apply ambient occlusion
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lightmat.setTexture(1, m_rtts->getRTT(RTT_SSAO));
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lightmat.MaterialType = m_shaders->getShader(ES_LIGHTBLEND);
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lightmat.MaterialTypeParam = video::pack_textureBlendFunc(video::EBF_DST_COLOR, video::EBF_ZERO);
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@ -65,7 +65,7 @@ RTT::RTT()
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}
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rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
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rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_A32B32G32R32F, stencil);
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rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A8R8G8B8, stencil);
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@ -75,6 +75,7 @@ RTT::RTT()
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rtts[RTT_QUARTER1] = drv->addRenderTargetTexture(quarter, "rtt.q1", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER2] = drv->addRenderTargetTexture(quarter, "rtt.q2", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER3] = drv->addRenderTargetTexture(quarter, "rtt.q3", ECF_A8R8G8B8, stencil);
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rtts[RTT_QUARTER4] = drv->addRenderTargetTexture(quarter, "rtt.q4", ECF_R8, stencil);
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rtts[RTT_EIGHTH1] = drv->addRenderTargetTexture(eighth, "rtt.e1", ECF_A8R8G8B8, stencil);
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rtts[RTT_EIGHTH2] = drv->addRenderTargetTexture(eighth, "rtt.e2", ECF_A8R8G8B8, stencil);
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@ -82,7 +83,7 @@ RTT::RTT()
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rtts[RTT_SIXTEENTH1] = drv->addRenderTargetTexture(sixteenth, "rtt.s1", ECF_A8R8G8B8, stencil);
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rtts[RTT_SIXTEENTH2] = drv->addRenderTargetTexture(sixteenth, "rtt.s2", ECF_A8R8G8B8, stencil);
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rtts[RTT_SSAO] = drv->addRenderTargetTexture(ssaosize, "rtt.ssao", ECF_A8R8G8B8, stencil);
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rtts[RTT_SSAO] = drv->addRenderTargetTexture(ssaosize, "rtt.ssao", ECF_R8, stencil);
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rtts[RTT_SHADOW] = drv->addRenderTargetTexture(shadowsize, "rtt.shadow", ECF_A8R8G8B8, stencil);
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rtts[RTT_WARPV] = drv->addRenderTargetTexture(warpvsize, "rtt.warpv", ECF_A8R8G8B8, stencil);
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@ -40,6 +40,7 @@ enum TypeRTT
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RTT_QUARTER1,
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RTT_QUARTER2,
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RTT_QUARTER3,
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RTT_QUARTER4,
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RTT_EIGHTH1,
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RTT_EIGHTH2,
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