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Access to the number of samples in msaa.
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@@ -72,6 +72,7 @@
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#include <openspace/util/spicemanager.h>
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#include <openspace/rendering/renderable.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/rendering/renderer.h>
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#include <glm/gtx/string_cast.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/transform.hpp>
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@@ -193,6 +194,15 @@ void AtmosphereDeferredcaster::deinitialize()
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void AtmosphereDeferredcaster::preRaycast(const RenderData& renderData, const DeferredcastData& deferredData,
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ghoul::opengl::ProgramObject& program)
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{
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// MSAA pixel position pattern
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const Renderer * currentRenderer = OsEng.renderEngine().renderer();
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const float * mssaPatternArray = currentRenderer->mSSAPattern();
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for (int i = 0; i < OsEng.renderEngine().renderer()->nAaSamples() * 3; ++i) {
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std::cout << mssaPatternArray[i] << " ";
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}
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std::cout << std::endl;
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// Atmosphere Frustum Culling
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glm::dvec3 tPlanetPosWorld = glm::dvec3(_modelTransform * glm::dvec4(0.0, 0.0, 0.0, 1.0));
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