added gyro thingy on the top right, attempted to fix Motion blur, (it did not go well 😭)
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@@ -1066,7 +1066,19 @@ PostFXSettings Renderer::gatherPostFX(const std::vector<SceneObject>& sceneObjec
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void Renderer::applyPostProcessing(const std::vector<SceneObject>& sceneObjects) {
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PostFXSettings settings = gatherPostFX(sceneObjects);
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bool wantsEffects = settings.enabled && (settings.bloomEnabled || settings.colorAdjustEnabled || settings.motionBlurEnabled);
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GLint polygonMode[2] = { GL_FILL, GL_FILL };
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#ifdef GL_POLYGON_MODE
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glGetIntegerv(GL_POLYGON_MODE, polygonMode);
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#endif
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bool wireframe = (polygonMode[0] == GL_LINE || polygonMode[1] == GL_LINE);
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bool wantsEffects = settings.enabled &&
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(settings.bloomEnabled || settings.colorAdjustEnabled || settings.motionBlurEnabled ||
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settings.vignetteEnabled || settings.chromaticAberrationEnabled || settings.ambientOcclusionEnabled);
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if (wireframe) {
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wantsEffects = false;
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}
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if (!wantsEffects || !postShader || currentWidth <= 0 || currentHeight <= 0) {
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displayTexture = viewportTexture;
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@@ -1142,6 +1154,14 @@ void Renderer::applyPostProcessing(const std::vector<SceneObject>& sceneObjects)
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postShader->setBool("enableMotionBlur", settings.motionBlurEnabled);
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postShader->setFloat("motionBlurStrength", settings.motionBlurStrength);
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postShader->setBool("hasHistory", historyValid);
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postShader->setBool("enableVignette", settings.vignetteEnabled);
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postShader->setFloat("vignetteIntensity", settings.vignetteIntensity);
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postShader->setFloat("vignetteSmoothness", settings.vignetteSmoothness);
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postShader->setBool("enableChromatic", settings.chromaticAberrationEnabled);
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postShader->setFloat("chromaticAmount", settings.chromaticAmount);
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postShader->setBool("enableAO", settings.ambientOcclusionEnabled);
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postShader->setFloat("aoRadius", settings.aoRadius);
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postShader->setFloat("aoStrength", settings.aoStrength);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, viewportTexture);
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