Reading FBO inputs inside a specific node to try and run.
@@ -114,9 +114,9 @@ public FinalPostProcessingNode(String nodeUri, Context context) {
lastUpdatedGBuffer = displayResolutionDependentFBOs.getGBufferPair().getLastUpdatedFbo();
int texId = 0;
- addDesiredStateChange(new SetInputTextureFromFbo(texId++, TONE_MAPPING_FBO_URI, ColorTexture, displayResolutionDependentFBOs, POST_MATERIAL_URN, "texScene"));
+ addDesiredStateChange(new SetInputTextureFromFbo(texId++, this.getInputFBOUri(1), ColorTexture, displayResolutionDependentFBOs, POST_MATERIAL_URN, "texScene"));
addDesiredStateChange(new SetInputTextureFromFbo(texId++, lastUpdatedGBuffer, DepthStencilTexture, displayResolutionDependentFBOs, POST_MATERIAL_URN, "texDepth"));
- setBlurTexture = new SetInputTextureFromFbo(texId++, SECOND_LATE_BLUR_FBO_URI, ColorTexture, displayResolutionDependentFBOs, POST_MATERIAL_URN, "texBlur");
+ setBlurTexture = new SetInputTextureFromFbo(texId++, this.getInputFBOUri(1), ColorTexture, displayResolutionDependentFBOs, POST_MATERIAL_URN, "texBlur");
addDesiredStateChange(new SetInputTexture3D(texId++, "engine:colorGradingLut1", POST_MATERIAL_URN, "texColorGradingLut"));
// TODO: evaluate the possibility to use GPU-based noise algorithms instead of CPU-generated textures.
setNoiseTexture = new SetInputTexture2D(texId, TextureUtil.getTextureUriForWhiteNoise(noiseTextureSize, 0x1234, 0, 512).toString(), POST_MATERIAL_URN, "texNoise");
