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TAA
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@@ -401,6 +401,7 @@ sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_wi
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glGenVertexArrays(1, &common_vao);
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camera_blur_ubo.Create(sizeof(camera_blur_shader_data));
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contour_coef_ubo.Create(sizeof(contour_coef_shader_data));
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contour_params_ubo.Create(sizeof(contour_params_shader_data));
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filter_scene_ubo.Create(sizeof(filter_scene_shader_data));
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@@ -569,6 +570,7 @@ render_context::~render_context() {
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filter_scene_ubo.Destroy();
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contour_params_ubo.Destroy();
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contour_coef_ubo.Destroy();
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camera_blur_ubo.Destroy();
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if (common_vao) {
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glDeleteVertexArrays(1, &common_vao);
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