OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
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8 changed files with 148 additions and 125 deletions
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@ -8,7 +8,8 @@ varying vec2 var_ScreenTex;
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void main()
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{
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gl_Position = attr_Position;
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var_ScreenTex = (floor(attr_TexCoord0.xy * (1.0 / u_ViewInfo.zw - vec2(1.0))) + vec2(0.5)) * u_ViewInfo.zw;
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vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0);
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var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw;
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//vec2 screenCoords = gl_Position.xy / gl_Position.w;
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//var_ScreenTex = screenCoords * 0.5 + 0.5;
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