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- fix ssao not working when multisample was off
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1 changed files with 3 additions and 3 deletions
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@ -794,7 +794,7 @@ void PPAmbientOcclusion::UpdateSteps()
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// Calculate linear depth values
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
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step.ShaderName = gl_multisample > 1 ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
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step.Uniforms.Set(linearUniforms);
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step.Viewport = ambientViewport;
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step.SetInputSceneDepth(0);
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@ -807,7 +807,7 @@ void PPAmbientOcclusion::UpdateSteps()
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// Apply ambient occlusion
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
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step.ShaderName = gl_multisample > 1 ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
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step.Uniforms.Set(ssaoUniforms);
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step.Viewport = ambientViewport;
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step.SetInputTexture(0, "SSAO.LinearDepth");
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@ -839,7 +839,7 @@ void PPAmbientOcclusion::UpdateSteps()
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// Add SSAO back to scene texture:
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{
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PPStep step;
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step.ShaderName = gl_multisample ? "SSAO.CombineMS" : "SSAO.Combine";
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step.ShaderName = gl_multisample > 1 ? "SSAO.CombineMS" : "SSAO.Combine";
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step.Uniforms.Set(combineUniforms);
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step.Viewport = screen->mSceneViewport;
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step.SetInputTexture(0, "SSAO.Ambient0", PPFilterMode::Linear);
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