Set up the Blur Buffer
// Create two texture objects to ping-pong blur
glGenTextures(2, blurtex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, blurtex[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, bloomBufWidth, bloomBufHeight);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, blurtex[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, bloomBufWidth, bloomBufHeight);
// Bind tex1 to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurtex[0], 0);
// Unbind the framebuffer, and revert to default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);Last updated