Fix windows build
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@@ -403,7 +403,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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{
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glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->Program);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_tex, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_source, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
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FullScreenShader::ComputeGaussian17TapHShader::getInstance()->setUniforms();
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@@ -434,7 +434,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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else
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{
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glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_tex, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_source, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
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glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
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FullScreenShader::ComputeGaussian17TapVShader::getInstance()->setUniforms();
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@@ -655,7 +655,7 @@ public:
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Gaussian17TapVShader();
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};
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class ComputeGaussian17TapVShader
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class ComputeGaussian17TapVShader : public ShaderHelperSingleton<ComputeGaussian17TapVShader>
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{
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public:
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GLuint TU_source, TU_depth, TU_dest;
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