We only uses one depth buffer now
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@@ -15,7 +15,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -59,7 +59,7 @@ private:
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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