Colors above value 1 is now added to the bloomtexture, and will be used to get a glow effect in later stage.
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@@ -27,6 +27,7 @@ void DrawFinalPass::InitializeFrameBuffers()
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_BloomFrameBuffer.Generate();
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}
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void DrawFinalPass::InitializeShaderPrograms()
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@@ -79,8 +80,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
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continue;
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}
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}
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m_BloomFrameBuffer.Unbind();
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GLERROR("DrawFinalPass::Draw: END");
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}
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void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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