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			190 lines
		
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  post_effects.cpp                                                      */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#include "post_effects.h"
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#include "../storage/texture_storage.h"
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using namespace GLES3;
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PostEffects *PostEffects::singleton = nullptr;
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PostEffects *PostEffects::get_singleton() {
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	return singleton;
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}
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PostEffects::PostEffects() {
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	singleton = this;
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	post.shader.initialize();
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	post.shader_version = post.shader.version_create();
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	post.shader.version_bind_shader(post.shader_version, PostShaderGLES3::MODE_DEFAULT);
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	{ // Screen Triangle.
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		glGenBuffers(1, &screen_triangle);
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		glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
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		const float qv[6] = {
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			-1.0f,
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			-1.0f,
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			3.0f,
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			-1.0f,
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			-1.0f,
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			3.0f,
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		};
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		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
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		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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		glGenVertexArrays(1, &screen_triangle_array);
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		glBindVertexArray(screen_triangle_array);
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		glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
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		glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
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		glEnableVertexAttribArray(RS::ARRAY_VERTEX);
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		glBindVertexArray(0);
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		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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	}
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}
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PostEffects::~PostEffects() {
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	singleton = nullptr;
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	glDeleteBuffers(1, &screen_triangle);
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	glDeleteVertexArrays(1, &screen_triangle_array);
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	post.shader.version_free(post.shader_version);
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}
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void PostEffects::_draw_screen_triangle() {
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	glBindVertexArray(screen_triangle_array);
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	glDrawArrays(GL_TRIANGLES, 0, 3);
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	glBindVertexArray(0);
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}
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void PostEffects::post_copy(
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		GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
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		GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
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		Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
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		float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
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	glDisable(GL_DEPTH_TEST);
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	glDepthMask(GL_FALSE);
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	glDisable(GL_BLEND);
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	glBindFramebuffer(GL_FRAMEBUFFER, p_dest_framebuffer);
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	glViewport(0, 0, p_dest_size.x, p_dest_size.y);
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	PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
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	uint64_t flags = p_spec_constants;
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	if (p_use_multiview) {
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		flags |= PostShaderGLES3::USE_MULTIVIEW;
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	}
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	if (p_glow_buffers != nullptr) {
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		flags |= PostShaderGLES3::USE_GLOW;
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	}
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	if (p_ssao_enabled) {
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		if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_VERY_LOW) {
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			flags |= PostShaderGLES3::USE_SSAO_ABYSS;
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		} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_LOW) {
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			flags |= PostShaderGLES3::USE_SSAO_LOW;
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		} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_HIGH) {
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			flags |= PostShaderGLES3::USE_SSAO_HIGH;
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		} else if (p_ssao_quality_level == RS::ENV_SSAO_QUALITY_ULTRA) {
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			flags |= PostShaderGLES3::USE_SSAO_MEGA;
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		} else {
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			flags |= PostShaderGLES3::USE_SSAO_MED;
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		}
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	}
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	if (p_luminance_multiplier != 1.0) {
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		flags |= PostShaderGLES3::USE_LUMINANCE_MULTIPLIER;
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	}
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	bool success = post.shader.version_bind_shader(post.shader_version, mode, flags);
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	if (!success) {
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		return;
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	}
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	GLenum texture_target = p_use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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	glActiveTexture(GL_TEXTURE0);
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	glBindTexture(texture_target, p_source_color);
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	glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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	glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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	if (p_ssao_enabled) {
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		glActiveTexture(GL_TEXTURE3);
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		glBindTexture(texture_target, p_source_depth);
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		glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Thanks to mrjustaguy!
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		glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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		post.shader.version_set_uniform(PostShaderGLES3::SSAO_INTENSITY, p_ssao_strength, post.shader_version, mode, flags);
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		post.shader.version_set_uniform(PostShaderGLES3::SSAO_RADIUS_FRAC, p_ssao_radius, post.shader_version, mode, flags);
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		post.shader.version_set_uniform(PostShaderGLES3::SSAO_PRN_UV, // This converts the UV coordinate into a pseudo-random number.
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				p_source_size.x * 1.087f * ((1.0f + sqrt(5.0f)) / 2.0f),
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				p_source_size.y * 1.087f * ((9.0f + sqrt(221.0f)) / 10.0f),
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				post.shader_version, mode, flags);
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	}
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	if (p_glow_buffers != nullptr) {
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		glActiveTexture(GL_TEXTURE1);
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		glBindTexture(GL_TEXTURE_2D, p_glow_buffers[0].color);
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		post.shader.version_set_uniform(PostShaderGLES3::PIXEL_SIZE, 1.0 / p_source_size.x, 1.0 / p_source_size.y, post.shader_version, mode, flags);
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		post.shader.version_set_uniform(PostShaderGLES3::GLOW_INTENSITY, p_glow_intensity, post.shader_version, mode, flags);
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		post.shader.version_set_uniform(PostShaderGLES3::SRGB_WHITE, p_srgb_white, post.shader_version, mode, flags);
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	}
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	post.shader.version_set_uniform(PostShaderGLES3::VIEW, float(p_view), post.shader_version, mode, flags);
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	post.shader.version_set_uniform(PostShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, post.shader_version, mode, flags);
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	_draw_screen_triangle();
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	// Reset state
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	if (p_glow_buffers != nullptr) {
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		glActiveTexture(GL_TEXTURE1);
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		glBindTexture(GL_TEXTURE_2D, 0);
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	}
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	if (p_ssao_enabled) {
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		glActiveTexture(GL_TEXTURE3);
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		glBindTexture(texture_target, 0);
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	}
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	// Return back to nearest
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	glActiveTexture(GL_TEXTURE0);
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	glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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	glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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	glBindTexture(texture_target, 0);
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	glDisable(GL_BLEND);
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	glEnable(GL_DEPTH_TEST);
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	glDepthMask(GL_TRUE);
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	glUseProgram(0);
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	glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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#endif // GLES3_ENABLED
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