WIP, trying to get blur to work with mipmaps
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@@ -39,6 +39,7 @@ public:
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -47,12 +48,13 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 4;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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