WIP, trying to get blur to work with mipmaps
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@@ -66,18 +66,31 @@ void DrawBloomPass::InitializeShaderPrograms()
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void DrawBloomPass::InitializeBuffers()
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{
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CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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if(m_GaussianFrameBuffer_horiz == nullptr) {
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m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
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}
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if (m_GaussianFrameBuffer_vert == nullptr) {
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m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
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}
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CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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for (int i = 0; i < m_BloomLod; i++) {
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if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
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}
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m_GaussianFrameBuffer_horiz[i].Generate();
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if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
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m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
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}
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m_GaussianFrameBuffer_vert[i].Generate();
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}
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}
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@@ -87,22 +100,53 @@ void DrawBloomPass::ClearBuffer()
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return;
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}
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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for (int i = 0; i < m_BloomLod; i++) {
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m_GaussianFrameBuffer_horiz[i].Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz[i].Unbind();
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m_GaussianFrameBuffer_vert[i].Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert[i].Unbind();
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}
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GLERROR("END");
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}
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void DrawBloomPass::Draw(GLuint texture)
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{
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if (m_Quality == 0) {
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return;
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}
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for (int i = 0; i < m_BloomLod; i++) {
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GaussianLodPass(i, texture);
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}
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}
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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for (int i = 0; i < m_BloomLod; i++) {
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m_GaussianFrameBuffer_vert[i].Generate();
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m_GaussianFrameBuffer_horiz[i].Generate();
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}
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}
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void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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DrawBloomPassState state;
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@@ -110,10 +154,14 @@ void DrawBloomPass::Draw(GLuint texture)
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianFrameBuffer_horiz[mipMap].Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, mipMap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipMap);
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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@@ -123,10 +171,12 @@ void DrawBloomPass::Draw(GLuint texture)
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianFrameBuffer_vert[mipMap].Bind();
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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@@ -134,27 +184,29 @@ void DrawBloomPass::Draw(GLuint texture)
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianFrameBuffer_horiz[mipMap].Bind();
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_horiz[mipMap].Unbind();
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianFrameBuffer_vert[mipMap].Bind();
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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@@ -162,16 +214,6 @@ void DrawBloomPass::Draw(GLuint texture)
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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}
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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.Generate();
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CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_horiz.Generate();
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}
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