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SSAO issue when using a ShaderPass first #466

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thibka opened this issue Mar 21, 2023 · 1 comment
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SSAO issue when using a ShaderPass first #466

thibka opened this issue Mar 21, 2023 · 1 comment
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bug Something isn't working duplicate This issue or pull request already exists

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@thibka
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thibka commented Mar 21, 2023

Hi!

When adding a ShaderPass (or an EffectPass) at the beginning of my postprocessing pipeline, the SSAOEffect is broken and produces weird results.

Here's a demo, where the ssao effect is using BlendFunction.NORMAL for easier debugging, and you can enable/disable the shaderPass to see the issue:
https://codesandbox.io/s/charming-hodgkin-xsnj0r?file=/src/App.js

(The reason I'm using a ShaderPass here is that I wanted to use a SavePass right after to save its content, so that I could use it as a texture in my app)

Am I making a mistake here or could it be a bug?

Thanks!

EDIT: the same kind of issue occurs if I use DepthOfFieldEffect instead of SSAOEffect (the whole screen is blurred) so it looks like the depth info is lost. But why? 🤔

@vanruesc
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Likely related to #225 which will be fixed by the v7 redesign.

@vanruesc vanruesc added bug Something isn't working duplicate This issue or pull request already exists labels Mar 22, 2023
@thibka thibka closed this as completed Mar 23, 2023
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