SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
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@@ -93,7 +93,12 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0SSAO");
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ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.0001f, 1.0f);
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ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 1.0f);
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ImGui::SliderFloat("SSAO intensity", &m_SSAO_Intensity, 0.0f, 1.0f);
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Intensity);
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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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@@ -124,8 +129,10 @@ void Renderer::Draw(RenderFrame& frame)
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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m_SSAOPass->Draw(m_DrawFinalPass->DepthBuffer(), m_DrawFinalPass->DepthBufferCamera());
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if (m_DebugTextureToDraw == 0) {
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), m_SSAOPass->SSAOTexture(), frame.Gamma, frame.Exposure);
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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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@@ -145,6 +152,9 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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@@ -191,4 +201,5 @@ void Renderer::InitializeRenderPasses()
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_SSAOPass = new SSAOPass(this);
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}
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