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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@@ -1,5 +1,7 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -23,19 +25,20 @@ uniform vec2 SpecularUVRepeat3;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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layout (binding = 0) uniform sampler2D SplatMapTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture1;
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layout (binding = 2) uniform sampler2D DiffuseTexture2;
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layout (binding = 3) uniform sampler2D DiffuseTexture3;
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layout (binding = 4) uniform sampler2D NormalMapTexture1;
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layout (binding = 5) uniform sampler2D NormalMapTexture2;
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layout (binding = 6) uniform sampler2D NormalMapTexture3;
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layout (binding = 7) uniform sampler2D SpecularMapTexture1;
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layout (binding = 8) uniform sampler2D SpecularMapTexture2;
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layout (binding = 9) uniform sampler2D SpecularMapTexture3;
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layout (binding = 10) uniform sampler2D GlowMapTexture1;
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layout (binding = 11) uniform sampler2D GlowMapTexture2;
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layout (binding = 12) uniform sampler2D GlowMapTexture3;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D SplatMapTexture;
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layout (binding = 2) uniform sampler2D DiffuseTexture1;
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layout (binding = 3) uniform sampler2D DiffuseTexture2;
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layout (binding = 4) uniform sampler2D DiffuseTexture3;
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layout (binding = 5) uniform sampler2D NormalMapTexture1;
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layout (binding = 6) uniform sampler2D NormalMapTexture2;
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layout (binding = 7) uniform sampler2D NormalMapTexture3;
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layout (binding = 8) uniform sampler2D SpecularMapTexture1;
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layout (binding = 9) uniform sampler2D SpecularMapTexture2;
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layout (binding = 10) uniform sampler2D SpecularMapTexture3;
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layout (binding = 11) uniform sampler2D GlowMapTexture1;
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layout (binding = 12) uniform sampler2D GlowMapTexture2;
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layout (binding = 13) uniform sampler2D GlowMapTexture3;
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#define TILE_SIZE 16
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@@ -174,6 +177,9 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
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@@ -195,7 +201,7 @@ void main()
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
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totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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@@ -213,8 +219,8 @@ void main()
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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