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- fix weapon missing when bloom was off (scene was already copied to post processing, but nothing had bound the PP frame buffer)
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@ -65,6 +65,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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UpdateCameraExposure();
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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TonemapScene();
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ColormapScene(fixedcm);
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