Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
This commit is contained in:
@@ -4,142 +4,10 @@
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#include <Nazara/Graphics/DeferredBloomPass.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/ShaderLibrary.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzShaderProgram* BuildBloomBrightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
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return program.release();
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}
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NzShaderProgram* BuildBloomFinalProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
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program->SendInteger(program->GetUniformLocation("BloomTexture"), 1);
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return program.release();
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}
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NzShaderProgram* BuildGaussianBlurProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
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return program.release();
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}
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}
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NzDeferredBloomPass::NzDeferredBloomPass() :
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m_uniformUpdated(false),
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m_brightLuminance(0.8),
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@@ -151,23 +19,17 @@ m_blurPassCount(5)
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m_bilinearSampler.SetFilterMode(nzSamplerFilter_Bilinear);
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m_bilinearSampler.SetWrapMode(nzSamplerWrap_Clamp);
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m_bloomBrightProgram = BuildBloomBrightProgram();
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m_bloomBrightProgram->SendInteger(m_bloomBrightProgram->GetUniformLocation("ColorTexture"), 0);
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m_bloomFinalProgram = BuildBloomFinalProgram();
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m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("BloomTexture"), 1);
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m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("ColorTexture"), 0);
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m_bloomBrightShader = NzShaderLibrary::Get("DeferredBloomBright");
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m_bloomFinalShader = NzShaderLibrary::Get("DeferredBloomFinal");
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m_bloomStates.parameters[nzRendererParameter_DepthBuffer] = false;
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m_gaussianBlurShader = NzShaderLibrary::Get("DeferredGaussianBlur");
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m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_bloomTextures[i] = new NzTexture;
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m_bloomTextures[i]->SetPersistent(false);
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}
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m_gaussianBlurProgram = BuildGaussianBlurProgram();
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m_gaussianBlurProgramFilterLocation = m_gaussianBlurProgram->GetUniformLocation("Filter");
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}
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NzDeferredBloomPass::~NzDeferredBloomPass() = default;
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@@ -217,12 +79,12 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
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NzRenderer::SetTarget(m_workRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetShaderProgram(m_bloomBrightProgram);
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NzRenderer::SetShader(m_bloomBrightShader);
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if (!m_uniformUpdated)
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{
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m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightLuminance"), m_brightLuminance);
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m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
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m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightThreshold"), m_brightThreshold);
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightLuminance"), m_brightLuminance);
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightThreshold"), m_brightThreshold);
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m_uniformUpdated = true;
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}
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@@ -233,20 +95,20 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
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NzRenderer::SetTarget(&m_bloomRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x/8, m_dimensions.y/8));
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NzRenderer::SetShaderProgram(m_gaussianBlurProgram);
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NzRenderer::SetShader(m_gaussianBlurShader);
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for (unsigned int i = 0; i < m_blurPassCount; ++i)
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{
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m_bloomRTT.SetColorTarget(0); // bloomTextureA
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m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
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m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(1.f, 0.f));
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextures[firstWorkTexture] : static_cast<const NzTexture*>(m_bloomTextures[1]));
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NzRenderer::DrawFullscreenQuad();
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m_bloomRTT.SetColorTarget(1); // bloomTextureB
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m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(0.f, 1.f));
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m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(0.f, 1.f));
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NzRenderer::SetTexture(0, m_bloomTextures[0]);
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NzRenderer::DrawFullscreenQuad();
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@@ -256,7 +118,7 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
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NzRenderer::SetTarget(m_workRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetShaderProgram(m_bloomFinalProgram);
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NzRenderer::SetShader(m_bloomFinalShader);
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NzRenderer::SetTexture(0, m_bloomTextures[1]);
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NzRenderer::SetTexture(1, m_workTextures[secondWorkTexture]);
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NzRenderer::DrawFullscreenQuad();
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