MipMap is working. But no gain :C
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@@ -38,6 +38,8 @@ void SSAOPass::InitializeBuffer()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RED, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RED_INTEGER, GL_INT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, nullptr);
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m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
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m_SSAOFramBuffer.Generate();
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@@ -129,7 +131,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
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// How many pixel there are in a 1m long object 1m away from the camera
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (2.0f * glm::tan(glm::radians(camera->FOV() * 0.5f))));
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(glm::radians(camera->FOV()) * 0.5f)));
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
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glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
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@@ -145,7 +147,3 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
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m_DrawBloomPass->ClearBuffer();
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m_DrawBloomPass->Draw(m_SSAOTexture);
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}
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void ComputeAO(GLuint depthBuffer, Camera* camera) {
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}
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