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@@ -2905,16 +2905,10 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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- if (!storage->frame.current_rt->used_dof_blur_near) {
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- if (storage->frame.current_rt->mip_maps[0].color) {
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- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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- } else {
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- for (int i = 0; i < storage->frame.current_rt->mip_maps[i].sizes.size(); i++) {
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- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->mip_maps[0].sizes[i].width, storage->frame.current_rt->mip_maps[0].sizes[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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- }
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- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
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- }
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+ if (storage->frame.current_rt->mip_maps[0].color) {
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+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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+ } else {
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+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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