private void generateBlur(FBO sceneBlur) { materials.blur.enable(); materials.blur.setFloat( "radius", overallBlurRadiusFactor * renderingConfig.getBlurRadius(), true); materials.blur.setFloat2( "texelSize", 1.0f / sceneBlur.width(), 1.0f / sceneBlur.height(), true); if (sceneBlur == buffers.sceneBlur0) { buffers.sceneToneMapped.bindTexture(); } else { buffers.sceneBlur0.bindTexture(); } sceneBlur.bind(); setViewportTo(sceneBlur.dimensions()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderFullscreenQuad(); graphicState.bindDisplay(); setViewportToWholeDisplay(); }