Fix attempt for linux
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33f19e55b8
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df70681574
@ -113,29 +113,76 @@ RTT::RTT(size_t width, size_t height)
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_NORMAL_AND_DEPTH]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1], RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_COLOR]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LOG_LUMINANCE]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_MLAA_COLORS]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP4]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LINEAR_DEPTH]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF1]}, half.Width, half.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF2]}, half.Width, half.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER1]}, quarter.Width, quarter.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER2]}, quarter.Width, quarter.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH1]}, eighth.Width, eighth.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH2]}, eighth.Width, eighth.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_DISPLACE]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_1024]}, 1024, 1024));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_512]}, 512, 512));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_512]}, 512, 512));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_256]}, 256, 256));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_256]}, 256, 256));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_128]}, 128, 128));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_128]}, 128, 128));
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std::vector<GLuint> somevector;
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somevector.push_back(RenderTargetTextures[RTT_NORMAL_AND_DEPTH]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP1]);
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somevector.push_back(RenderTargetTextures[RTT_TMP2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_COLOR]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_LOG_LUMINANCE]);
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FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_MLAA_COLORS]);
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FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP4]);
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FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_LINEAR_DEPTH]);
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FrameBuffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_QUARTER1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_QUARTER2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_EIGHTH1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_EIGHTH2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_DISPLACE]);
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FrameBuffers.push_back(new FrameBuffer(somevector, DepthStencilTexture, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_1024]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
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if (irr_driver->getGLSLVersion() >= 150)
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{
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