Fix gl_ssao_debug 4 rendering glitch when multisample is active
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2 changed files with 4 additions and 4 deletions
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@ -839,11 +839,11 @@ void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneW
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renderstate->Shader = gl_multisample > 1 ? &CombineMS : &Combine;
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renderstate->Uniforms.Set(combineUniforms);
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renderstate->Viewport = screen->mSceneViewport;
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renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
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if (gl_ssao_debug < 4)
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renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
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renderstate->SetInputSceneFog(1);
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else
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renderstate->SetInputSceneNormal(0, PPFilterMode::Linear);
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renderstate->SetInputSceneFog(1);
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renderstate->SetInputSceneNormal(1, PPFilterMode::Linear);
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renderstate->SetOutputSceneColor();
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if (gl_ssao_debug != 0)
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renderstate->SetNoBlend();
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@ -37,5 +37,5 @@ void main()
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else if (DebugMode == 3)
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FragColor = vec4(ssao.yyy / 1000.0, 1.0);
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else
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FragColor = vec4(ssao.xyz, 1.0);
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FragColor = vec4(fogColor, 1.0);
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}
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