MSAA is now working
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@@ -168,8 +168,10 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_DrawFinalPass->setMSAA(m_MSAA_Level);
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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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@@ -308,7 +310,7 @@ void Renderer::InitializeRenderPasses()
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_ShadowPass = new ShadowPass(this);
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m_BlurHUDPass = new BlurHUD(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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