Removed two more references to global function.
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c21f6abeb7
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@ -344,6 +344,14 @@ public:
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1, "tex_256", ST_BILINEAR_FILTERED,
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2, "tex_512", ST_BILINEAR_FILTERED);
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} // BloomBlendShader
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// ------------------------------------------------------------------------
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void render()
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_BLOOM_128),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_256),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
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drawFullScreenEffect();
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} // render
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}; // BloomBlendShader
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// ============================================================================
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@ -360,6 +368,15 @@ public:
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1, "tex_256", ST_BILINEAR_FILTERED,
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2, "tex_512", ST_BILINEAR_FILTERED);
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} // LensBlendShader
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// ------------------------------------------------------------------------
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void render()
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_LENS_128),
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irr_driver->getRenderTargetTexture(RTT_LENS_256),
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irr_driver->getRenderTargetTexture(RTT_LENS_512));
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drawFullScreenEffect();
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} // render
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}; // LensBlendShader
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// ============================================================================
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@ -731,7 +748,7 @@ public:
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use();
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_TMP),
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getTextureGLuint(area_map));
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DrawFullScreenEffect<MLAABlendWeightSHader>(pixel_size);
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drawFullScreenEffect(pixel_size);
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} // render
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}; // MLAABlendWeightSHader
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@ -1545,18 +1562,8 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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BloomBlendShader::getInstance()->setTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_BLOOM_128),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_256),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_512) );
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DrawFullScreenEffect<BloomBlendShader>();
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LensBlendShader::getInstance()->setTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_LENS_128),
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irr_driver->getRenderTargetTexture(RTT_LENS_256),
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irr_driver->getRenderTargetTexture(RTT_LENS_512));
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DrawFullScreenEffect<LensBlendShader>();
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BloomBlendShader::getInstance()->render();
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LensBlendShader::getInstance()->render();
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glDisable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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