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JivingTechnostic and others added 17 commits November 10, 2014 18:11
Deleted all the duplicate shaders
Screen-space ambient occlusion is currently in progress.
-Added simple planar AO (grid sampling along the tangent plane rather
than a sphere/hemisphere.)
-Moved AO and Borders to diffuse.frag to reduce overhead of post.frag
(no longer needs access to some textures).
-Added stats.js.
-Changed default color.
-Added a depth value intended for DoF
-Moved outline to post for now, until I figure out a way to integrate
the plane equation into it (like with AO)
-Fixed outline to work with the Sponza map.

TODO: Add controls
Optimized the g-buffer into 2 textures instead of 4.
- Color is assumed to be rgb only.
- Normal.x and .y are split into postion.w and color.a, respectively,
and then reconstructed in the diffuse shader.
- Depth is calculated directly from position.z.
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