for(unsigned i=0; i<2; ++i)
target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
+ target[1]->set_texture_filter(LINEAR);
common_shdata.uniform("source", 0);
common_shdata.uniform("blurred", 1);
Renderer::Push push2(renderer);
renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
renderer.add_shader_data(blur_shdata[i]);
- quad.draw(renderer);
+ quad->draw(renderer);
}
combine_texturing.attach(0, src);
renderer.set_texturing(&combine_texturing);
renderer.set_shader_program(&combine_shader);
- quad.draw(renderer);
+ quad->draw(renderer);
}