MSAA is now working
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@@ -17,7 +17,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -25,6 +25,7 @@ public:
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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void setMSAA(unsigned int numberOfSamples);
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() {
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@@ -129,7 +130,7 @@ private:
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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unsigned int m_MSAA = 4;
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unsigned int m_MSAA = 0;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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@@ -71,6 +71,7 @@ private:
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bool m_ResizeWindow = false;
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int m_SSAO_Quality = 0;
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int m_GLOW_Quality = 2;
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unsigned int m_MSAA_Level = 0;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -29,6 +29,7 @@ struct SpriteJob : RenderJob
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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Linear = (bool)cSprite["Linear"];
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ClampToBorder = (bool)cSprite["ClampToBorder"];
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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@@ -93,6 +94,7 @@ struct SpriteJob : RenderJob
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float ScaleX = 1;
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float ScaleY = 1;
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bool Linear = false;
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bool ClampToBorder = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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