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Improved ATM perfomance (still working on it). Debugging billboards alingment (in progress).
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@@ -1019,30 +1019,30 @@ void FramebufferRenderer::render(float blackoutFactor, bool doPerformanceMeasure
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glDrawBuffers(1, dBuffer);
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glClear(GL_COLOR_BUFFER_BIT);
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//// HDR Image Control and Resolve
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//_hdrBackGroundProgram->activate();
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// HDR Image Control and Resolve
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_hdrBackGroundProgram->activate();
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//ghoul::opengl::TextureUnit mainColorTextureUnit;
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//mainColorTextureUnit.activate();
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//glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainColorTexture);
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ghoul::opengl::TextureUnit mainColorTextureUnit;
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mainColorTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainColorTexture);
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//_hdrBackGroundProgram->setUniform("mainColorTexture", mainColorTextureUnit);
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//_hdrBackGroundProgram->setUniform("nAaSamples", _nAaSamples);
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//_hdrBackGroundProgram->setUniform("exposure", _hdrExposure);
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//_hdrBackGroundProgram->setUniform("backgroundExposure", _hdrBackground);
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//_hdrBackGroundProgram->setUniform("gamma", _gamma);
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_hdrBackGroundProgram->setUniform("mainColorTexture", mainColorTextureUnit);
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_hdrBackGroundProgram->setUniform("nAaSamples", _nAaSamples);
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_hdrBackGroundProgram->setUniform("exposure", _hdrExposure);
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_hdrBackGroundProgram->setUniform("backgroundExposure", _hdrBackground);
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_hdrBackGroundProgram->setUniform("gamma", _gamma);
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//glDisable(GL_DEPTH_TEST);
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//glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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//glBindVertexArray(_screenQuad);
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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//glBindVertexArray(0);
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glBindVertexArray(_screenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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//glDepthMask(true);
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//glEnable(GL_DEPTH_TEST);
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glDepthMask(true);
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glEnable(GL_DEPTH_TEST);
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//_hdrBackGroundProgram->deactivate();
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_hdrBackGroundProgram->deactivate();
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for (const DeferredcasterTask& deferredcasterTask : tasks.deferredcasterTasks) {
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