Bloom::Bloom(unsigned w, unsigned h):
blur_shader("bloom_blur.glsl"),
combine_shader("bloom_combine.glsl"),
- quad(get_fullscreen_quad())
+ quad(get_fullscreen_quad()),
+ nearest_sampler(get_nearest_sampler()),
+ linear_sampler(get_linear_sampler())
{
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
common_shdata.uniform("source", 0);
common_shdata.uniform("blurred", 1);
- combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR), linear_sampler.get());
set_radius(2.0f);
set_strength(0.2f);
{
BindRestore bind_fbo(target[i]->get_framebuffer());
Renderer::Push push2(renderer);
- renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src, nearest_sampler.get());
renderer.add_shader_data(blur_shdata[i]);
- quad.draw(renderer);
+ quad->draw(renderer);
}
- combine_texturing.attach(0, src);
+ combine_texturing.attach(0, src, nearest_sampler.get());
renderer.set_texturing(&combine_texturing);
renderer.set_shader_program(&combine_shader);
- quad.draw(renderer);
+ quad->draw(renderer);
}