Clamp to edge when blurring fbo.
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@@ -318,6 +318,8 @@ void PostProcessing::renderGaussian3Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
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glUniform2f(FullScreenShader::Gaussian3VBlurShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, in_tex, 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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glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -330,6 +332,8 @@ void PostProcessing::renderGaussian3Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
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glUniform2f(FullScreenShader::Gaussian3HBlurShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, tmp_tex, 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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glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -347,6 +351,8 @@ void PostProcessing::renderGaussian6Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
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glUniform2f(FullScreenShader::Gaussian6VBlurShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, in_tex, 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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glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -359,6 +365,8 @@ void PostProcessing::renderGaussian6Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
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glUniform2f(FullScreenShader::Gaussian6HBlurShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, tmp_tex, 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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glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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