Add gl_shownormals cvar as enabling ssao and setting a specific debug level was a bit too obscure for this feature
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4 changed files with 7 additions and 5 deletions
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@ -145,7 +145,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
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{
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bool useSSAO = (gl_ssao != 0);
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bool useSSAO = (gl_ssao != 0 || gl_shownormals);
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screen->SetSceneRenderTarget(useSSAO);
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RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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RenderState.EnableDrawBuffers(RenderState.GetPassDrawBufferCount(), true);
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