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@ -86,6 +86,7 @@ void LinearDepthFramebuffer::allocate() {
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const uint16_t HALF_LINEAR_DEPTH_MAX_MIP_LEVEL = 5;
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// Point sampling of the depth, as well as the clamp to edge, are needed for the AmbientOcclusionEffect with HBAO
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const auto depthSamplerHalf = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_POINT, gpu::Sampler::WRAP_CLAMP);
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// The depth format here is half float as it increases performance in the AmbientOcclusion. But it might be needed elsewhere...
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_halfLinearDepthTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::HALF, gpu::RED), _halfFrameSize.x, _halfFrameSize.y, HALF_LINEAR_DEPTH_MAX_MIP_LEVEL,
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depthSamplerHalf);
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