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Again ssao....

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Its been a while but i still cant make my implementation of ssao to work anyhow:

So basically i use ssao with a world space approach that means

after drawing gbuffer i dont use screen space apptoach to find occlusion but rather i decompose fragment original position, apply rotation (kernel sample) to fragment normal and multiple that by some factor (11 cm truth to be told), and check whenever sample translated by this position has lower value than tested fragment

 

(everything is calculated in worldspace rather than in screen space)

Yet i get this:

 

weird thing is that …


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