Port gaussian17*shader (non compute) to TextureRead.
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@ -342,13 +342,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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#endif
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{
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auxiliary.Bind();
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setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_tex, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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DrawFullScreenEffect<FullScreenShader::Gaussian17TapHShader>(core::vector2df(inv_width, inv_height));
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}
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#if WIN32
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@ -371,12 +365,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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{
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in_fbo.Bind();
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setTexture(FullScreenShader::Gaussian17TapVShader::getInstance()->TU_tex, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(FullScreenShader::Gaussian17TapVShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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FullScreenShader::Gaussian17TapVShader::getInstance()->SetTextureUnits(createVector<GLuint>(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian17TapVShader>(core::vector2df(inv_width, inv_height));
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}
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#if WIN32
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@ -1690,9 +1690,8 @@ namespace FullScreenShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralH.frag").c_str());
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AssignUniforms("pixel");
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TU_tex = 0;
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TU_depth = 1;
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AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
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AssignSamplerNames(Program, 0, "tex", 1, "depth");
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}
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ComputeGaussian17TapHShader::ComputeGaussian17TapHShader()
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@ -1736,9 +1735,8 @@ namespace FullScreenShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralV.frag").c_str());
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AssignUniforms("pixel");
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TU_tex = 0;
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TU_depth = 1;
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AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
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AssignSamplerNames(Program, 0, "tex", 1, "depth");
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}
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ComputeGaussian17TapVShader::ComputeGaussian17TapVShader()
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@ -805,11 +805,9 @@ public:
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GlobalIlluminationReconstructionShader();
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};
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class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>
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class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
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{
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public:
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GLuint TU_tex, TU_depth;
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Gaussian17TapHShader();
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};
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@ -832,11 +830,9 @@ public:
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Gaussian3HBlurShader();
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};
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class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>
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class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
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{
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public:
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GLuint TU_tex, TU_depth;
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Gaussian17TapVShader();
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};
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