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https://github.com/AquariaOSE/Aquaria.git
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276265be1d
The following options have been applied globally, using unifdef(1): ```c #undef BBGE_BUILD_DIRECTX #define BBGE_BUILD_OPENGL 1 #define GL_GLEXT_LEGACY 1 #define HAVE_PUTENV 1 #define TIXML_USE_STL 1 #define BBGE_BUILD_SDL 1 ```
247 lines
5.8 KiB
C++
247 lines
5.8 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <assert.h>
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#include "Effects.h"
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#include "Core.h"
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PostProcessingFX::PostProcessingFX()
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{
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blendType = 0;
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layer = renderLayer = 0;
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intensity = 0.1;
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blurTimes = 12;
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radialBlurColor = Vector(1,1,1);
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for (int i = 0; i < FXT_MAX; i++)
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enabled[i] = false;
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}
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void PostProcessingFX::init()
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{
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}
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void PostProcessingFX::update(float dt)
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{
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}
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void PostProcessingFX::preRender()
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{
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}
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void PostProcessingFX::toggle(FXTypes type)
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{
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enabled[int(type)] = !enabled[int(type)];
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}
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void PostProcessingFX::enable(FXTypes type)
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{
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enabled[int(type)] = true;
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}
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bool PostProcessingFX::isEnabled(FXTypes type)
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{
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return enabled[int(type)];
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}
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void PostProcessingFX::disable(FXTypes type)
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{
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enabled[int(type)] = false;
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}
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void PostProcessingFX::render()
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{
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if(!core->frameBuffer.isEnabled())
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return;
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for (int i = 0; i < FXT_MAX; i++)
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{
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if (enabled[i])
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{
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glPushMatrix();
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FXTypes type = (FXTypes)i;
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switch(type)
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{
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case FXT_RADIALBLUR:
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float windowW = core->getWindowWidth();
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float windowH = core->getWindowHeight();
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float textureW = core->frameBuffer.getWidth();
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float textureH = core->frameBuffer.getHeight();
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float alpha = intensity;
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float offX = -(core->getVirtualOffX() * windowW / core->getVirtualWidth());
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float offY = -(core->getVirtualOffY() * windowH / core->getVirtualHeight());
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float width2 = windowW / 2;
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float height2 = windowH / 2;
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float pw = float(windowW)/float(textureW);
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float ph = float(windowH)/float(textureH);
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glLoadIdentity();
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glTranslatef(width2 + offX, height2 + offY, 0);
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glEnable(GL_TEXTURE_2D);
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core->frameBuffer.bindTexture();
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glEnable(GL_BLEND);
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if (blendType == 1)
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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else
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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float percentX = pw, percentY = ph;
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float inc = 0.01;
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float spost = 0.0f; // Starting Texture Coordinate Offset
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float alphadec = alpha / blurTimes;
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glBegin(GL_QUADS); // Begin Drawing Quads
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for (int num = 0;num < blurTimes; num++) // Number Of Times To Render Blur
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{
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glColor4f(radialBlurColor.x, radialBlurColor.y, radialBlurColor.z, alpha); // Set The Alpha Value (Starts At 0.2)
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glTexCoord2d(spost, spost);
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glVertex3f(-width2, height2, 0.0);
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glTexCoord2d(percentX-spost, spost);
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glVertex3f( width2, height2, 0.0);
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glTexCoord2d(percentX-spost, percentY-spost);
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glVertex3f( width2, -height2, 0.0);
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glTexCoord2d(spost, percentY-spost);
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glVertex3f(-width2, -height2, 0.0);
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spost += inc; // Gradually Increase spost (Zooming Closer To Texture Center)
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alpha -= alphadec; // Gradually Decrease alpha (Gradually Fading Image Out)
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}
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glEnd();
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glColor4f(1,1,1,1);
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glBindTexture(GL_TEXTURE_2D, 0);
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RenderObject::lastTextureApplied = 0;
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break;
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}
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glPopMatrix();
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}
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}
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}
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/*
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GLuint blurTexture;
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GLuint emptyTexture() // Create An Empty Texture
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{
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GLuint txtnumber; // Texture ID
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unsigned int* data; // Stored Data
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// Create Storage Space For Texture Data (128x128x4)
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data = (unsigned int*)new GLuint[((128 * 128)* 4 * sizeof(unsigned int))];
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ZeroMemory(data,((128 * 128)* 4 * sizeof(unsigned int))); // Clear Storage Memory
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glGenTextures(1, &txtnumber); // Create 1 Texture
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glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
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glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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delete [] data; // Release data
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return txtnumber; // Return The Texture ID
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}
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PostProcessingFX::PostProcessingFX()
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{
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}
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void PostProcessingFX::init(FXTypes type)
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{
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if (type == FXT_RADIALBLUR)
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{
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blurTexture = emptyTexture();
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}
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enabled[(int)type] = true;
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}
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void PostProcessingFX::shutdown(FXTypes type)
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{
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enabled[int(type)] = false;
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}
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void PostProcessingFX::preRender()
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{
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for (int i = 0; i < FXT_MAX; i++)
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{
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if (enabled[i])
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{
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FXTType type = (FXType)i;
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switch(type)
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{
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case FXT_RADIALBLUR:
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glViewport(0,0,128,128); // Set Our Viewport (Match Texture Size;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
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core->render();
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glBindTexture(GL_TEXTURE_2D,BlurTexture); // Bind To The Blur Texture
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// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0);
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glClearColor(0.0f, 0.0f, 0.5f, 0.5); // Set The Clear Color To Medium Blue
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
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glViewport(0, 0, 800, 600);
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break;
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}
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}
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}
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}
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void PostProcessingFX::render()
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{
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for (int i = 0; i < FXT_MAX; i++)
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{
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if (enabled[i])
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{
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FXTType type = (FXType)i;
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switch(type)
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{
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case FXT_RADIALBLUR:
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glBegin(GL_QUADS);
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glEnd();
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break;
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}
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}
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}
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}
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*/
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