SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
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@@ -21,6 +21,9 @@ public:
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void Draw(RenderScene& scene);
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void ClearBuffer();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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Camera* DepthBufferCamera() const { return RenderCamera; }
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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@@ -62,6 +65,7 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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Camera* RenderCamera;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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