BlurHUDPass now works correct when resizing window.
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@@ -201,10 +201,7 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
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void BlurHUD::OnWindowResize()
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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_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), 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_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_horiz.Generate();
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InitializeBuffers();
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}
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void BlurHUD::FillStencil(RenderScene& scene)
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@@ -140,6 +140,7 @@ void Renderer::updateFramebufferSize()
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m_LightCullingPass->OnWindowResize();
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m_DrawBloomPass->OnWindowResize();
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m_SSAOPass->OnWindowResize();
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m_BlurHUDPass->OnWindowResize();
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e.NewResolution = m_ViewportSize;
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m_EventBroker->Publish(e);
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