SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass. In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
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@@ -17,7 +17,7 @@ public:
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~SSAOPass() { };
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float intensity);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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//Return the SSAO of the texture sent to Draw
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@@ -41,7 +41,10 @@ private:
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float m_Radius;
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float m_Bias;
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float m_Intensity;
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float m_Contrast;
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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