Resolution should now use a dropdown
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@@ -119,6 +119,21 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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bool shouldRun = false;
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob) {
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continue;
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}
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if (!spriteJob->BlurBackground) {
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continue;
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}
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shouldRun = true;
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break;
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}
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if(!shouldRun) {
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return m_BlackTexture->m_Texture;
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}
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FillStencil(scene);
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RenderState state;
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@@ -226,6 +241,7 @@ void BlurHUD::FillStencil(RenderScene& scene)
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GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
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glm::mat4 VP = scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix();
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for (auto& job : scene.Jobs.SpriteJob) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (!spriteJob) {
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