Inverted logic for compute shaders
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@ -337,7 +337,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
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float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
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{
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if (irr_driver->hasARBComputeShaders())
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if (!irr_driver->hasARBComputeShaders())
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{
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auxiliary.Bind();
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FullScreenShader::Gaussian17TapHShader::getInstance()->SetTextureUnits(createVector<GLuint>(in_fbo.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]));
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@ -355,7 +355,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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}
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}
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{
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if (irr_driver->hasARBComputeShaders())
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if (!irr_driver->hasARBComputeShaders())
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{
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in_fbo.Bind();
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