You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -32,8 +32,9 @@ class Renderer : public IRenderer
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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Renderer(EventBroker* eventBroker, ConfigFile* config)
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: m_EventBroker(eventBroker)
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, m_Config(config)
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{ }
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virtual void Initialize() override;
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@@ -47,6 +48,7 @@ private:
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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ConfigFile* m_Config;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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@@ -67,6 +69,9 @@ private:
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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int m_SSAO_iterations = 9;
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int m_SSAO_TextureQuality = 0;
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int m_SSAO_Quality = 0;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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