Deleted SSAO sliders except Quality
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@@ -115,23 +115,13 @@ void Renderer::Draw(RenderFrame& frame)
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m_CubeMapPass->LoadTextures("Sky");
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}
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ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
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ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
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ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
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ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
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ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
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ImGui::SliderInt("SSAO Blur Iterations", &m_SSAO_iterations, 0, 20);
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ImGui::SliderInt("SSAO TextureQuality", &m_SSAO_TextureQuality, 0, 4);
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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//m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns, m_SSAO_iterations, m_SSAO_TextureQuality);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear other buffers
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//Clear other buffers
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PerformanceTimer::StartTimer("Renderer-ClearBuffers");
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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@@ -145,10 +135,10 @@ void Renderer::Draw(RenderFrame& frame)
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GLERROR("Drawing pickingpass");
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PerformanceTimer::StopTimer("Renderer-Depth");
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}
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PerformanceTimer::StartTimer("AO generation");
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PerformanceTimer::StartTimer("Renderer-AO generation");
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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PerformanceTimer::StopTimer("AO generation");
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PerformanceTimer::StopTimer("Renderer-AO generation");
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
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