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Related issue: -
Description
Similar to
SAOPass
the AO is now blended on top of the existing read buffer which makes one copy pass redundant and thus improves performance.The alternative would be to implement a composite/blend shader that blends
readBuffer.texture
with the AO into the write buffer. However, always reading fromreadBuffer
and writing intowriteBuffer
has performance issues since copies are required like in the original version ofSSAOPass
. For certain FX passes, it makes sense if they blend/write their result on top of the "source" data without unnecessary copy or swap operations.