Enable, in theory, SSAO for custom materials
In practice the ambient occlusion factor calculated is not used in any of the built-in custom materials, so SSAO has no effect (even though enabling it will generate the AO map). This is out of this patch's scope to solve. What this ensures is that the textures are correctly exposed. Also note that SSDO is not supported in the code base (it never was, and has no public API to enable it), so we will not bother with the cbAoShadow uniform block that would only be used by SSDO. Change-Id: Ic4cb90f52276ecf364c20fffd1c9355702773c5d Reviewed-by:Paul Olav Tvete <paul.tvete@qt.io> Reviewed-by:
Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@qt.io>
Showing
- src/runtimerender/graphobjects/qssgrenderlayer_p.h 1 addition, 1 deletionsrc/runtimerender/graphobjects/qssgrenderlayer_p.h
- src/runtimerender/qssgrendercustommaterialsystem.cpp 26 additions, 0 deletionssrc/runtimerender/qssgrendercustommaterialsystem.cpp
- src/runtimerender/rendererimpl/qssgrendererimpllayerrenderdata_rhi.cpp 2 additions, 1 deletion...nder/rendererimpl/qssgrendererimpllayerrenderdata_rhi.cpp
- src/runtimerender/res/effectlib/rhi/SSAOCustomMaterial.glsllib 1 addition, 1 deletion...untimerender/res/effectlib/rhi/SSAOCustomMaterial.glsllib
Loading
Please register or sign in to comment