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Now that output from fragment shader works (probably from Qt 5.12, we also have the macOS hack for previous versions), we should always use deferred rendering as framegraph and just use different render passes with SSAO+blur enabled/disabled. This simplifies the code a lot and the final shader only computes light on final quad.
The text was updated successfully, but these errors were encountered:
Now that output from fragment shader works (probably from Qt 5.12, we also have the macOS hack for previous versions), we should always use deferred rendering as framegraph and just use different render passes with SSAO+blur enabled/disabled. This simplifies the code a lot and the final shader only computes light on final quad.
The text was updated successfully, but these errors were encountered: