Remove lens flare, it's yielding too much aliasing now
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@@ -752,22 +752,11 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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// Downsample
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Copy for lens flare
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_LENS_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_LENS_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_LENS_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Blur
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 1., 1.);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 1., 1.);
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
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// Additively blend on top of tmp1
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in_fbo->Bind();
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@@ -777,12 +766,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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FullScreenShader::BloomBlendShader::getInstance()->SetTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
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DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
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FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
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DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
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glDisable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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} // end if bloom
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