SSAO now have outcommented code for MipMaps. I couldn't see any gain from having mipmaps. But it's there if some one wants to try
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@@ -29,8 +29,6 @@ private:
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void ComputeAO(GLuint depthBuffer, Camera* camera);
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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@@ -38,7 +36,7 @@ private:
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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static const GLint MAX_MIP_LEVEL = 5;
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float m_Radius;
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float m_Bias;
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float m_Contrast;
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