Fix ssao blur without compute.
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1be98dc5db
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@ -415,7 +415,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
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setTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
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@ -452,7 +452,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
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setTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
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