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HUD rendering bug fixes
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@@ -174,7 +174,7 @@ void CCameraFilterPassPoly::SetFilter(EFilterType type, EFilterShape shape,
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m_filter->SetFilter(type, shape, time, color, txtr);
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}
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void CCameraBlurPass::Draw()
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void CCameraBlurPass::Draw(bool clearDepth)
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{
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if (x10_curType == EBlurType::NoBlur)
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return;
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@@ -189,7 +189,9 @@ void CCameraBlurPass::Draw()
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{
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if (!m_shader)
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m_shader.emplace();
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m_shader->draw(x1c_curValue);
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m_shader->draw(x1c_curValue, clearDepth);
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if (clearDepth)
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CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_FAR);
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}
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}
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@@ -109,7 +109,7 @@ class CCameraBlurPass
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mutable std::experimental::optional<CXRayBlurFilter> m_xrayShader;
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public:
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void Draw();
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void Draw(bool clearDepth=false);
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void Update(float dt);
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void SetBlur(EBlurType type, float amount, float duration);
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void DisableBlur(float duration);
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