Hello Victor,

On 2015-08-24 15:48, Victor Haefner wrote:
> I have a question regarding the deferred shading stage, how could I add
> a texture to pass data (for SSAO) to the ambient shader program?
>
> Can I access a material somehow to add a texture chunk?

hmm, I don't think such a use case had been considered when the stage 
was written. As far as I can tell in 
DeferredShadingStage::updateStageData() only the g buffer textures and 
light chunks for the light sources are added to the state used for the 
shading passes. One option could be to add an MFStateChunkPtr (?) to the 
stage and add those chunks to all the state used for the shading passes.

        Cheers,
                Carsten

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