Blur behind buttons/sprites should now be working as intended.

This commit is contained in:
Tleety
2016-03-08 11:14:09 +01:00
parent 6b7f598c4d
commit 01f29b6d4e
13 changed files with 6053 additions and 250 deletions
+1
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@@ -48,6 +48,7 @@ private:
//const LightCullingPass* m_LightCullingPass
int m_Iterations = 3;
int m_Quality = 0;
float m_BlurQuality = 2.f;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
+1
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@@ -33,6 +33,7 @@ struct RenderScene
Rectangle Viewport;
bool ClearDepth = false;
bool ShouldBlur = false;
glm::vec4 AmbientColor;
void Clear()
-2
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@@ -57,8 +57,6 @@ private:
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
GLuint m_CombinedTexture;
Model* m_ScreenQuad;
Model* m_UnitQuad;
Model* m_UnitSphere;