glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- shader_blitblur_use();
- shader_blitblur_uTexMain( 0 );
- shader_blitblur_uTexMotion( 1 );
- shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
-
- v2f menu_blurring;
- v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
- shader_blitblur_uOverrideDir( menu_blurring );
-
- if( cl_view_id == 0 )
- render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
- else if( cl_view_id == 1 )
- render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+ if( cl_blur )
+ {
+ shader_blitblur_use();
+ shader_blitblur_uTexMain( 0 );
+ shader_blitblur_uTexMotion( 1 );
+ shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
+
+ v2f menu_blurring;
+ v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ shader_blitblur_uOverrideDir( menu_blurring );
+
+ if( cl_view_id == 0 )
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ else if( cl_view_id == 1 )
+ render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+ else
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+
+ render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+ }
else
+ {
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ }
- render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
render_fsquad();
}