Now that output from fragment shader works (probably from Qt 5.12, we also have the macOS hack for previous versions), we should always use deferred rendering as framegraph and just use different render passes with SSAO+blur enabled/disabled. This simplifies the code a lot and the final shader only computes light on final quad.
Now that output from fragment shader works (probably from Qt 5.12, we also have the macOS hack for previous versions), we should always use deferred rendering as framegraph and just use different render passes with SSAO+blur enabled/disabled. This simplifies the code a lot and the final shader only computes light on final quad.