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feat(render): ground truth ambient occlusion darkens creases, recesses and the space under desks and frames, computed at half resolution from the reversed depth buffer with a depth-aware blur and multiplied into the image before motion blur, so it works with the default settings; thin parts in front of a surface, such as a steering wheel, shade it only from close by, and gfx.postfx.gtao.enabled, radius, intensity, directions and steps set it from the ini
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@@ -251,6 +251,11 @@ class opengl33_renderer : public gfx_renderer {
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std::unique_ptr<gl::framebuffer> ssao_fb;
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std::unique_ptr<gl::framebuffer> ssao_blur_fb;
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std::unique_ptr<opengl_texture> gtao_tex;
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std::unique_ptr<opengl_texture> gtao_blur_tex;
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std::unique_ptr<gl::framebuffer> gtao_fb;
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std::unique_ptr<gl::framebuffer> gtao_blur_fb;
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// LDR backbuffer for offscreen rendering
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std::unique_ptr<gl::framebuffer> backbuffer_fb;
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std::unique_ptr<opengl_texture> backbuffer_tex;
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@@ -513,6 +518,10 @@ class opengl33_renderer : public gfx_renderer {
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std::unique_ptr<opengl_texture> m_ssao_noise_tex;
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glm::vec3 m_ssao_kernel[32];
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std::unique_ptr<gl::postfx> m_pfx_gtao;
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std::unique_ptr<gl::postfx> m_pfx_gtao_blur;
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std::unique_ptr<gl::postfx> m_pfx_gtao_apply;
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std::unique_ptr<gl::program> m_shadow_shader;
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std::unique_ptr<gl::program> m_alpha_shadow_shader;
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