Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
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5 changed files with 17 additions and 5 deletions
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@ -503,6 +503,8 @@ void FGLRenderer::DrawScene(int drawmode)
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RenderScene(recursion);
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AmbientOccludeScene();
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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