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Split post process transparency to it's own files
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@@ -51,6 +51,7 @@ screen_x_offset(), screen_y_offset(), screen_width(), screen_height(), mag_filte
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dof = new post_process_dof();
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exposure = new post_process_exposure();
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tone_map = new post_process_tone_map();
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transparency = new post_process_transparency();
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stage_index = -1;
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stage_index_prev = -1;
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@@ -140,6 +141,11 @@ post_process::~post_process() {
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tone_map = 0;
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}
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if (transparency) {
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delete transparency;
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transparency = 0;
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}
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if (mlaa_area_texture) {
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glDeleteTextures(1, &mlaa_area_texture);
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mlaa_area_texture = 0;
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@@ -681,7 +687,11 @@ void post_process::init_fbo(int32_t render_width, int32_t render_height,
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texture_free(aet_back_tex);
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aet_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA8, render_width, render_height, 0, 0, false);
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aet_back_texture.SetColorDepthTextures(aet_back_tex->tex, 0, rend_texture.GetDepthTex());
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transparency_texture.Init(render_width, render_height, 0, GL_RGBA16F, GL_DEPTH_COMPONENT32F);
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transparency_texture.Init(render_width, render_height, 0, GL_RGBA16F, 0);
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transparency->init_fbo(transparency_texture.GetColorTex(),
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rend_texture.GetDepthTex(), render_width, render_height);
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mlaa_buffer.Init(render_width, render_height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
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temp_buffer.Init(render_width, render_height, 0, GL_RGBA8, 0);
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sss_contour_texture = &mlaa_buffer;
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