You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -121,7 +121,11 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
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ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
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ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
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m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
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ImGui::SliderInt("SSAO Blur Iterations", &m_SSAO_iterations, 0, 20);
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ImGui::SliderInt("SSAO TextureQuality", &m_SSAO_TextureQuality, 0, 4);
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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//m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns, m_SSAO_iterations, m_SSAO_TextureQuality);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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@@ -159,7 +163,7 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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m_DrawFinalPass->Draw(*scene, ao);
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m_DrawFinalPass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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@@ -248,9 +252,10 @@ void Renderer::InitializeRenderPasses()
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_SSAOPass = new SSAOPass(this);
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}
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