We only uses one depth buffer now
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@@ -88,8 +88,8 @@ void SSAOPass::InitializeTexture() {
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CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RGB, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
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}
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void SSAOPass::InitializeBuffer()
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@@ -127,22 +127,22 @@ void SSAOPass::ClearBuffer()
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}
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m_SSAOFramBuffer.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_SSAOFramBuffer.Unbind();
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m_SSAOViewSpaceZFramBuffer.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_SSAOViewSpaceZFramBuffer.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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}
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@@ -284,4 +284,5 @@ void SSAOPass::OnWindowResize() {
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}
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InitializeTexture();
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InitializeBuffer();
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}
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