@@ -3258,26 +3258,14 @@ static void ComputeTonemapParams( const float contrast, const float highlightsCo
32583258 ) * darkAreaPointLDR );
32593259}
32603260
3261- void RB_CameraPostFX ()
3262- {
3263- matrix_t ortho;
3264-
3261+ void RB_CameraPostFX () {
32653262 GLimp_LogComment ( " --- RB_CameraPostFX ---\n " );
32663263
32673264 if ( ( backEnd.refdef .rdflags & RDF_NOWORLDMODEL ) ||
3268- backEnd.viewParms .portalLevel > 0 )
3269- {
3265+ backEnd.viewParms .portalLevel > 0 ) {
32703266 return ;
32713267 }
32723268
3273- // set 2D virtual screen size
3274- GL_PushMatrix ();
3275- MatrixOrthogonalProjection ( ortho, backEnd.viewParms .viewportX ,
3276- backEnd.viewParms .viewportX + backEnd.viewParms .viewportWidth ,
3277- backEnd.viewParms .viewportY , backEnd.viewParms .viewportY + backEnd.viewParms .viewportHeight ,
3278- -99999 , 99999 );
3279- GL_LoadProjectionMatrix ( ortho );
3280-
32813269 GL_State ( GLS_DEPTHTEST_DISABLE );
32823270 GL_Cull ( cullType_t::CT_TWO_SIDED );
32833271
@@ -3306,18 +3294,11 @@ void RB_CameraPostFX()
33063294 GL_BindToTMU ( 0 , tr.currentRenderImage [backEnd.currentMainFBO ] )
33073295 );
33083296
3309- if ( glConfig2.colorGrading )
3310- {
3297+ if ( glConfig2.colorGrading ) {
33113298 gl_cameraEffectsShader->SetUniform_ColorMap3DBindless ( GL_BindToTMU ( 3 , tr.colorGradeImage ) );
33123299 }
33133300
3314- // draw viewport
3315- Tess_InstantQuad ( *gl_cameraEffectsShader,
3316- backEnd.viewParms .viewportX , backEnd.viewParms .viewportY ,
3317- backEnd.viewParms .viewportWidth , backEnd.viewParms .viewportHeight );
3318-
3319- // go back to 3D
3320- GL_PopMatrix ();
3301+ Tess_InstantScreenSpaceQuad ();
33213302
33223303 GL_CheckErrors ();
33233304}
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