Forget a passthrough call and fix texturedquad shader.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15045 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 15:22:58 +00:00
parent 3504f04a4e
commit 6a8396ea33
2 changed files with 4 additions and 7 deletions

View File

@ -10,6 +10,6 @@ out vec2 uv;
void main()
{
tc = texcoord * texsize + texcenter;
uv = texcoord * texsize + texcenter;
gl_Position = vec4(position * size + center, 0., 1.);
}

View File

@ -784,12 +784,9 @@ void PostProcessing::render()
if (1) // bloom
{
// Blit the base to tmp1
m_material.MaterialType = EMT_SOLID;
m_material.setTexture(0, in);
drv->setRenderTarget(out, true, false);
drawQuad(cam, m_material);
// Blit the base to tmp1
drv->setRenderTarget(out, true, false);
renderPassThrough(in);
const bool globalbloom = World::getWorld()->getTrack()->getBloom();