Cleanup.
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8cca656df6
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@ -41,6 +41,7 @@ struct PosColorUvVertex
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float m_u;
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float m_u;
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float m_v;
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float m_v;
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uint32_t m_abgr;
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uint32_t m_abgr;
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static void init()
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static void init()
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{
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{
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ms_decl
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ms_decl
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@ -235,7 +236,10 @@ void VectorDisplay::endFrame()
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bgfx::setViewFrameBuffer(viewCounter, m_glow0FrameBuffer); //first glow pass
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bgfx::setViewFrameBuffer(viewCounter, m_glow0FrameBuffer); //first glow pass
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bgfx::setViewRect(viewCounter, 0, 0, m_glowWidth, m_glowHeight);
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bgfx::setViewRect(viewCounter, 0, 0, m_glowWidth, m_glowHeight);
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bgfx::setState(BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE);
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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);
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float scale[2];
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float scale[2];
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scale[0] = 1.0f / m_glowWidth;
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scale[0] = 1.0f / m_glowWidth;
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scale[1] = 0.0f;
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scale[1] = 0.0f;
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@ -263,7 +267,10 @@ void VectorDisplay::endFrame()
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scale[1] = 1.0f / m_glowHeight;
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scale[1] = 1.0f / m_glowHeight;
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bgfx::setUniform(u_blur_scale, &scale);
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bgfx::setUniform(u_blur_scale, &scale);
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bgfx::setState(BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE);
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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);
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bgfx::setViewName(viewCounter, "BlendPassB");
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bgfx::setViewName(viewCounter, "BlendPassB");
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bgfx::submit(viewCounter);
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bgfx::submit(viewCounter);
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@ -280,7 +287,8 @@ void VectorDisplay::endFrame()
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bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight);
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bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight);
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bgfx::setTexture(0, s_textureSampler, m_sceneFrameBuffer);
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bgfx::setTexture(0, s_textureSampler, m_sceneFrameBuffer);
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bgfx::setProgram(m_blitShader);
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bgfx::setProgram(m_blitShader);
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bgfx::setState(BGFX_STATE_RGB_WRITE
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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);
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);
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@ -300,7 +308,8 @@ void VectorDisplay::endFrame()
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bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight);
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bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight);
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bgfx::setTexture(0, s_textureSampler, m_glow1FrameBuffer);
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bgfx::setTexture(0, s_textureSampler, m_glow1FrameBuffer);
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bgfx::setProgram(m_blitShader);
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bgfx::setProgram(m_blitShader);
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bgfx::setState(BGFX_STATE_RGB_WRITE
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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);
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);
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@ -818,7 +827,8 @@ void VectorDisplay::screenSpaceQuad(float _textureWidth, float _textureHeight, f
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void VectorDisplay::setupResDependent()
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void VectorDisplay::setupResDependent()
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{
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{
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const uint32_t samplerFlags = BGFX_TEXTURE_RT
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const uint32_t samplerFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_TEXTURE_MIN_POINT
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| BGFX_TEXTURE_MIN_POINT
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| BGFX_TEXTURE_MAG_POINT
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| BGFX_TEXTURE_MAG_POINT
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| BGFX_TEXTURE_MIP_POINT
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| BGFX_TEXTURE_MIP_POINT
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@ -868,7 +878,7 @@ void VectorDisplay::genLinetex() // generate
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}
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}
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}
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}
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uint32_t flags = 0
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const uint32_t flags = 0
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| BGFX_TEXTURE_U_CLAMP
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| BGFX_TEXTURE_U_CLAMP
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| BGFX_TEXTURE_V_CLAMP
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| BGFX_TEXTURE_V_CLAMP
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| BGFX_TEXTURE_MIN_POINT
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| BGFX_TEXTURE_MIN_POINT
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