Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value. This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
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@ -55,7 +55,17 @@ OpenGLPostProcessing::~OpenGLPostProcessing()
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void OpenGLPostProcessing::BindTargetFramebuffer()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_enable ? m_fbo : 0);
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if (m_enable)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
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// Clear the buffer so there isn't any remaining garbage from the previous post processing shader frame
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glClear(GL_COLOR_BUFFER_BIT);
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}
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else
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{
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// Bind to default framebuffer if we aren't post processing
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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}
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void OpenGLPostProcessing::BlitToScreen()
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