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https://github.com/ioquake/ioq3.git
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OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.
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5738d09969
commit
65b999446d
4 changed files with 56 additions and 53 deletions
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@ -11,22 +11,23 @@ float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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float sampleZDivW = texture2D(depthMap, tex).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar)
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
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{
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vec2 scale = u_ViewInfo.zw;
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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//scale /= zFarDivZNear * depthCenter;
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//int blurSteps = int(float(BLUR_SIZE) / (zFarDivZNear * depthCenter));
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#if defined(USE_HORIZONTAL_BLUR)
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vec2 direction = vec2(1.0, 0.0) * scale;
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vec2 direction = vec2(scale.x, 0.0);
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#else // if defined(USE_VERTICAL_BLUR)
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vec2 direction = vec2(0.0, 1.0) * scale;
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vec2 direction = vec2(0.0, scale.y);
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#endif
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float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
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vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
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vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
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#if defined(USE_GAUSS)
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vec4 result = texture2D(imageMap, tex) * gauss[0];
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@ -36,33 +37,32 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
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float total = 1.0;
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#endif
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float zLimit = 5.0 / zFar;
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int i, j;
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for (i = 0; i < 2; i++)
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{
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for (j = 1; j < BLUR_SIZE; j++)
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{
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vec2 offset = direction * j;
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float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);
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float depthExpected = depthCenter + dot(centerSlope, offset);
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if(abs(depthSample - depthExpected) < 5.0)
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{
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float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
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float depthExpected = depthCenter + dot(slope, offset);
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float useSample = float(abs(depthSample - depthExpected) < zLimit);
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#if defined(USE_GAUSS)
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result += texture2D(imageMap, tex + offset) * gauss[j];
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total += gauss[j];
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result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
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total += gauss[j] * useSample;
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#else
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result += texture2D(imageMap, tex + offset);
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total += 1.0;
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result += texture2D(imageMap, tex + offset) * useSample;
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total += useSample;
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#endif
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}
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}
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direction = -direction;
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}
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}
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return result / total;
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}
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void main()
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{
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gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y);
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{
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gl_FragColor = depthGaussian1D(u_ScreenImageMap, u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
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}
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@ -292,7 +292,7 @@ void main()
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
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shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
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#if defined(SHADOWMAP_MODULATE)
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lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
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@ -330,7 +330,7 @@ void main()
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#if defined(USE_PBR)
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// diffuse rgb is base color
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// specular red is smoothness
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// specular red is gloss
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// specular green is metallicness
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float gloss = specular.r;
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specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);
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@ -1,6 +1,6 @@
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uniform sampler2D u_ScreenDepthMap;
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uniform vec4 u_ViewInfo; // zfar / znear, zfar
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uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
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varying vec2 var_ScreenTex;
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@ -11,6 +11,7 @@ vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181),
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vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854),
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vec2(0.7320465, 0.6317794)
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);
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#define NUM_SAMPLES 3
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// Input: It uses texture coords as the random number seed.
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// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
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@ -39,48 +40,47 @@ mat2 randomRotation( const vec2 p )
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float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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float sampleZDivW = texture2D(depthMap, tex).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar)
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float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
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{
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float result = 0;
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float sampleZ = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
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float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
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float scaleZ = zFarDivZNear * sampleZ;
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vec2 expectedSlope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y));
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if (length(expectedSlope) > 5000.0)
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vec2 slope = vec2(dFdx(sampleZ), dFdy(sampleZ)) / vec2(dFdx(tex.x), dFdy(tex.y));
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if (length(slope) * zFar > 5000.0)
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return 1.0;
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vec2 offsetScale = vec2(3.0 / sampleZ);
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vec2 offsetScale = vec2(scale * 1024.0 / scaleZ);
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mat2 rmat = randomRotation(tex);
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float invZFar = 1.0 / zFar;
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float zLimit = 20.0 * invZFar;
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int i;
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for (i = 0; i < 3; i++)
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for (i = 0; i < NUM_SAMPLES; i++)
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{
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vec2 offset = rmat * poissonDisc[i] * offsetScale;
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float sampleZ2 = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);
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float sampleDiff = getLinearDepth(depthMap, tex + offset, zFarDivZNear) - sampleZ;
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if (abs(sampleZ - sampleZ2) > 20.0)
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result += 1.0;
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else
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{
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float expectedZ = sampleZ + dot(expectedSlope, offset);
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result += step(expectedZ - 1.0, sampleZ2);
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}
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bool s1 = abs(sampleDiff) > zLimit;
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bool s2 = sampleDiff + invZFar > dot(slope, offset);
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result += float(s1 || s2);
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}
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result *= 0.33333;
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result *= 1.0 / float(NUM_SAMPLES);
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return result;
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}
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void main()
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{
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float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y);
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float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
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gl_FragColor = vec4(vec3(result), 1.0);
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}
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@ -1098,8 +1098,8 @@ const void *RB_DrawSurfs( const void *data ) {
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
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viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
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viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
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viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
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FBO_Bind(tr.quarterFbo[0]);
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@ -1127,6 +1127,9 @@ const void *RB_DrawSurfs( const void *data ) {
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
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viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
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FBO_Bind(tr.quarterFbo[1]);
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qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
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