SSAO now send in 0 as Lod level and some optimizations in SSAO and Blur pass.
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@@ -200,8 +200,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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//horizontal pass
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@@ -213,8 +211,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz[mipMap].Unbind();
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m_GaussianFrameBuffer_horiz[mipMap].Unbind();
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@@ -227,8 +223,7 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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@@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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m_GaussianProgram_horiz->Bind();
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@@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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//horizontal pass
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@@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_horiz.Unbind();
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@@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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