Disabled SSAO
Results were just terrible Former-commit-id: 294b8729f876fe1b7af79520a4616b3f79c2ed3c
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c647b61904
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05f8b88b4d
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@ -825,7 +825,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetRenderStates(states);
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/****************************SSAO***************************/
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NzRenderer::SetShaderProgram(m_ssaoProgram);
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/* NzRenderer::SetShaderProgram(m_ssaoProgram);
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NzRenderer::SetTarget(&m_ssaoRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_GBufferSize.x/4, m_GBufferSize.y/4));
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@ -868,13 +868,13 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::SetTextureSampler(1, m_bilinearSampler);
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NzRenderer::DrawFullscreenQuad();
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*/
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/****************************AA***************************/
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NzRenderer::SetShaderProgram(m_aaProgram);
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m_geometryRTT.SetColorTarget(4); // workTextureA
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m_geometryRTT.SetColorTarget(5); // workTextureB
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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@ -882,7 +882,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTextureSampler(0, m_bilinearSampler);
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NzRenderer::SetTextureSampler(1, m_bilinearSampler);
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m_geometryRTT.SetColorTarget(5); // workTextureB
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m_geometryRTT.SetColorTarget(4); // workTextureA
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NzRenderer::SetShaderProgram(m_bloomBrightProgram);
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@ -914,10 +914,10 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTarget(&m_geometryRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_GBufferSize.x, m_GBufferSize.y));
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m_geometryRTT.SetColorTarget(5); // workTextureB
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m_geometryRTT.SetColorTarget(4); // workTextureA
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NzRenderer::SetShaderProgram(m_bloomFinalProgram);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTexture(1, m_bloomTextureB);
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NzRenderer::DrawFullscreenQuad();
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@ -938,7 +938,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureB : m_dofTextureB);
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureA : m_dofTextureB);
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NzRenderer::DrawFullscreenQuad();
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m_dofRTT.SetColorTarget(1); // dofTextureB
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@ -951,20 +951,20 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTarget(&m_geometryRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_GBufferSize.x, m_GBufferSize.y));
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m_geometryRTT.SetColorTarget(4); // workTextureA
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m_geometryRTT.SetColorTarget(5); // workTextureB
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NzRenderer::SetShaderProgram(m_depthOfFieldProgram);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(1, m_dofTextureB);
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NzRenderer::SetTexture(2, m_GBuffer[1]);
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NzRenderer::DrawFullscreenQuad();
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*/
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NzRenderer::DrawFullscreenQuad();*/
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/*******************************Passe finale******************************/
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scene->GetViewer()->ApplyView();
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShaderProgram(m_blitProgram);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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