Initial linux version.
Currently works only with irrlicht-based renderer because shaders are not ported yet.
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@@ -1055,7 +1055,7 @@ void PostProcessing::renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB,
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const core::matrix4 &rh_matrix,
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const core::vector3df &rh_extend)
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{
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#ifndef ANDROID
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#if !defined(ANDROID) && !defined(USE_GLES2)
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glEnable(GL_PROGRAM_POINT_SIZE);
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RHDebug::getInstance()->use();
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glActiveTexture(GL_TEXTURE0 + RHDebug::getInstance()->m_tu_shr);
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@@ -1661,8 +1661,9 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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if (!CVS->isARBUniformBufferObjectUsable())
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return in_fbo;
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#ifndef ANDROID
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#if !defined(ANDROID)
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glEnable(GL_FRAMEBUFFER_SRGB);
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#endif
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irr_driver->getFBO(FBO_MLAA_COLORS).bind();
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renderPassThrough(in_fbo->getRTT()[0],
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irr_driver->getFBO(FBO_MLAA_COLORS).getWidth(),
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@@ -1676,6 +1677,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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applyMLAA();
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PROFILER_POP_CPU_MARKER();
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}
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#if !defined(ANDROID)
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glDisable(GL_FRAMEBUFFER_SRGB);
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#endif
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