Inverted logic for compute shaders

This commit is contained in:
Vincent Lejeune 2014-09-10 01:37:36 +02:00
parent c374beeb10
commit 6e6b8e63b6

View File

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