WIP
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@@ -233,7 +233,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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{
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GLERROR("Pre");
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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@@ -280,6 +280,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
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DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
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GLERROR("Shielded Transparent objects");
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//Generate blur texture.
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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//Combine nonblur and blur texture
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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