Testing some random number generators on the shader.
First AO tests.
Implementing the SSAO. Need to fix some things.
Added some links and a new first pass vertex shader.
Added more links on the SSAO resources file
Made a cube to envelop the spheres. Minor changes to the SSAO code.
Finished a mini scenario for some basic ambient occlusion
Still trying to implement SSAO.
One step closer, I hope.
Some progress here.
I think i got it now.
Fixed a bug: The normals of the cubes were not sent to the GPU. Removed the indexing of the cubes to have 3 normals for each vertex, one for each face he belongs to.
Created the Blur FBO that will store the results of the SSAO pass and feed the third pass that will actually blur the results using a gaussian or bilateral filter.
Added the blur fragment shader
Added a new framebuffer for the blur step. Instead of this, maybe add another color attachment to the current FBO and render the results of the SSAO on that. Then its just a matter of feeding it ot the third stage.
Added a new link for the FBO setup.
Added another color attachment to the current FBO. Need to test and fix it now.
For some reason, the binding of the SSAO attachment point (GL_COLOR_ATTACHMENT3) which is GL_TEXTURE6 (6 to the shader) is returning 0. Must look into that.
The third pass shader is getting nothing. Not one of the uniforms are right. Must fix this.
Forgot to bind the third pass shader.