Move SSAO pass to be before translucent rendering

Fix depth sampling location when not using fullscreen scene
This commit is contained in:
Magnus Norddahl 2016-09-03 04:29:50 +02:00
commit e7765bb240
5 changed files with 17 additions and 5 deletions

View file

@ -136,7 +136,6 @@ void FGLRenderer::RenderScreenQuad()
void FGLRenderer::PostProcessScene()
{
AmbientOccludeScene();
mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
@ -187,6 +186,8 @@ void FGLRenderer::AmbientOccludeScene()
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad();
// Apply ambient occlusion
@ -246,7 +247,6 @@ void FGLRenderer::AmbientOccludeScene()
mSSAOCombineShader->Bind();
mSSAOCombineShader->AODepthTexture.Set(0);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}