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
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@ -10,6 +10,6 @@ out vec2 uv;
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void main()
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{
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tc = texcoord * texsize + texcenter;
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uv = texcoord * texsize + texcenter;
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gl_Position = vec4(position * size + center, 0., 1.);
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}
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@ -784,12 +784,9 @@ void PostProcessing::render()
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if (1) // bloom
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{
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// Blit the base to tmp1
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m_material.MaterialType = EMT_SOLID;
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m_material.setTexture(0, in);
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drv->setRenderTarget(out, true, false);
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drawQuad(cam, m_material);
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// Blit the base to tmp1
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drv->setRenderTarget(out, true, false);
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renderPassThrough(in);
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const bool globalbloom = World::getWorld()->getTrack()->getBloom();
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