Reworked LLPostProcess and implemented FBO support (much faster if multiple post shaders are enabled, or need a lot of passes).
Tweaked LLRenderTarget to support depth textures if FBO support is lacking. Prefer LLRenderTarget::getFBO() over LLRenderTarget::sUseFBO when determining how to handle a specific LLRenderTarget object. (Decoupling to simplify logic without having to track a global)
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@@ -174,6 +174,8 @@
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<boolean>0</boolean>
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<key>enable_gauss_blur</key>
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<boolean>0</boolean>
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<key>enable_posterize</key>
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<boolean>0</boolean>
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<key>gauss_blur_passes</key>
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<integer>2</integer>
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<key>extract_high</key>
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@@ -186,6 +188,8 @@
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<real>0.40000000000000002</real>
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<key>saturation</key>
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<real>1</real>
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</map>
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<key>posterize_layers</key>
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<real>10</real>
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</map>
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</map>
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</llsd>
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