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- disable SSAO for Polymost.
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1 changed files with 4 additions and 16 deletions
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@ -419,14 +419,10 @@ int32_t r_scenebrightness = 0;
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void videoShowFrame(int32_t w)
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void videoShowFrame(int32_t w)
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{
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{
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if (gl_ssao)
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int oldssao = gl_ssao;
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{
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screen->AmbientOccludeScene(GLInterface.GetProjectionM5());
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// To do: the translucent part of the scene should be drawn here, but the render setup in the games is really too broken to do SSAO.
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//glDrawBuffers(1, buffers);
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}
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// These two features do not really work with Polymost because the rendered scene does not provide it
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gl_ssao = 0;
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float Brightness = 8.f / (r_scenebrightness + 8.f);
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float Brightness = 8.f / (r_scenebrightness + 8.f);
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screen->PostProcessScene(false, 0, Brightness, []() {
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screen->PostProcessScene(false, 0, Brightness, []() {
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@ -436,13 +432,5 @@ void videoShowFrame(int32_t w)
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screen->mVertexData->Reset();
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screen->mVertexData->Reset();
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screen->mViewpoints->Clear();
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screen->mViewpoints->Clear();
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// After finishing the frame, reset everything for the next frame. This needs to be done better.
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gl_ssao = oldssao;
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if (!w)
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{
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screen->BeginFrame();
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bool useSSAO = (gl_ssao != 0);
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screen->SetSceneRenderTarget(useSSAO);
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twodpsp.Clear();
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twod->Clear();
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}
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}
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}
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