Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
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@@ -1324,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
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m_FillDepthStencilBufferSkinnedProgram->Bind();
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lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
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glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind Uniforms 1");
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}
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@@ -1347,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
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m_FillDepthStencilBufferProgram->Bind();
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lastShader = m_FillDepthStencilBufferProgram->GetHandle();
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glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind Uniforms 2");
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}
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