@@ -126,7 +126,7 @@ void PostProcessMan::CreateGLBackBuffers() {
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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UpdatePalette ();
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glActiveTexture (GL_TEXTURE0);
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- m_ProjectionMatrix = glm::ortho (0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->w ), 0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->h ), -1 .0F , 1 .0F );
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+ m_ProjectionMatrix = std::make_unique< glm::mat4>( glm:: ortho (0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->w ), 0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->h ), -1 .0F , 1 .0F ) );
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}
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void PostProcessMan::UpdatePalette () {
@@ -457,7 +457,7 @@ void PostProcessMan::DrawDotGlowEffects() {
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transformMatrix = glm::translate (transformMatrix, glm::vec3 (x + 0 .5f , y + 0 .5f , 0 ));
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transformMatrix = glm::scale (transformMatrix, glm::vec3 (m_YellowGlow->w * 0 .5f , m_YellowGlow->h * 0 .5f , 1.0 ));
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m_PostProcessShader->SetInt (m_PostProcessShader->GetTextureUniform (), 0 );
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- m_PostProcessShader->SetMatrix4f (m_PostProcessShader->GetProjectionUniform (), m_ProjectionMatrix);
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+ m_PostProcessShader->SetMatrix4f (m_PostProcessShader->GetProjectionUniform (), * m_ProjectionMatrix);
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m_PostProcessShader->SetMatrix4f (m_PostProcessShader->GetTransformUniform (), transformMatrix);
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GL_CHECK (glDrawArrays (GL_TRIANGLE_STRIP, 0 , 4 ));
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}
@@ -487,7 +487,7 @@ void PostProcessMan::DrawPostScreenEffects() {
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glBindVertexArray (m_VertexArray);
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m_PostProcessShader->Use ();
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m_PostProcessShader->SetInt (m_PostProcessShader->GetTextureUniform (), 0 );
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- m_PostProcessShader->SetMatrix4f (m_PostProcessShader->GetProjectionUniform (), m_ProjectionMatrix);
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+ m_PostProcessShader->SetMatrix4f (m_PostProcessShader->GetProjectionUniform (), * m_ProjectionMatrix);
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for (const PostEffect& postEffect: m_PostScreenEffects) {
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if (postEffect.m_Bitmap ) {
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