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- fixed SSAO shader texture assignments.
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1 changed files with 2 additions and 2 deletions
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@ -129,8 +129,8 @@ void FGLRenderer::AmbientOccludeScene()
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// Apply ambient occlusion
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// Apply ambient occlusion
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mBuffers->AmbientFB1.Bind();
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mBuffers->AmbientFB1.Bind();
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mBuffers->LinearDepthTexture.Bind(0);
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mBuffers->LinearDepthTexture.Bind(0);
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mBuffers->AmbientRandomTexture[randomTexture].Bind(1, GL_NEAREST, GL_REPEAT);
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mBuffers->AmbientRandomTexture[randomTexture].Bind(2, GL_NEAREST, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(2);
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mBuffers->BindSceneNormalTexture(1);
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mSSAOShader->Bind();
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mSSAOShader->Bind();
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if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
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if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
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mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
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mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
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