Use GL_RED instead of GL_LUMINANCE for post-process noise texture.
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@@ -438,7 +438,7 @@ void LLPostProcess::createNoiseTexture()
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if(mNoiseTexture->createGLTexture())
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if(mNoiseTexture->createGLTexture())
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{
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{
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->getTexName());
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->getTexName());
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LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
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LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RED, NOISE_SIZE, NOISE_SIZE, GL_RED, GL_UNSIGNED_BYTE, &buffer[0]);
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stop_glerror();
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stop_glerror();
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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