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feat: update code (#2841)
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@@ -143,17 +143,17 @@ export class ScalableAmbientObscurancePass extends PipelinePass {
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// Draw ambient occlusion texture
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const sourceTexture = <Texture2D>this._depthRenderTarget.depthTexture;
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Blitter.blitTexture(engine, sourceTexture, saoTarget, 0, viewport, material, 0);
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Blitter.blitTexture(engine, sourceTexture, saoTarget, 0, undefined, material, 0);
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// Horizontal blur, saoRenderTarget -> blurRenderTarget
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const saoTexture = <Texture2D>saoTarget.getColorTexture();
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const offsetX = this._offsetX.set(1, 1, this._blurStepPixels / saoTexture.width, 0);
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Blitter.blitTexture(engine, saoTexture, this._blurRenderTarget, 0, viewport, material, 1, offsetX);
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Blitter.blitTexture(engine, saoTexture, this._blurRenderTarget, 0, undefined, material, 1, offsetX);
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// Vertical blur, blurRenderTarget -> saoRenderTarget
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const horizontalBlur = <Texture2D>this._blurRenderTarget.getColorTexture();
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const offsetY = this._offsetY.set(1, 1, 0, this._blurStepPixels / saoTexture.height);
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Blitter.blitTexture(engine, horizontalBlur, saoTarget, 0, viewport, material, 1, offsetY);
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Blitter.blitTexture(engine, horizontalBlur, saoTarget, 0, undefined, material, 1, offsetY);
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// Set the SAO texture
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camera.shaderData.setTexture(Camera._cameraAOTextureProperty, saoTexture);
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