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Final version with volume depth interpolation.
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@@ -111,7 +111,7 @@ private:
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void resolveMSAA(float blackoutFactor);
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void applyTMO(float blackoutFactor);
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void applyFXAA();
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void updateDownscaleColorTexture();
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void updateDownscaleTextures();
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void updateExitVolumeTextures();
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void writeDownscaledVolume();
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@@ -131,7 +131,8 @@ private:
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UniformCache(hdrFeedingTexture, blackoutFactor, hdrExposure, gamma,
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Hue, Saturation, Value) _hdrUniformCache;
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UniformCache(renderedTexture, inverseScreenSize) _fxaaUniformCache;
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UniformCache(downscaledRenderedVolume) _writeDownscaledVolumeUniformCache;
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UniformCache(downscaledRenderedVolume, downscaledRenderedVolumeDepth)
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_writeDownscaledVolumeUniformCache;
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GLint _defaultFBO;
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GLuint _screenQuad;
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@@ -166,6 +167,7 @@ private:
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struct {
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GLuint framebuffer;
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GLuint colorTexture;
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GLuint depthbuffer;
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float currentDownscaleFactor = 1.f;
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} _downscaleVolumeRendering;
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