You can now change the quality of SSAO by sliding the SSAO Quality
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@@ -2,11 +2,11 @@
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//Number of samples per pixel
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uniform int uNumOfSamples;
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//#define NUM_SAMPLES (11)
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//#define uNumOfSamples (11)
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//Number of turns around the cirle
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uniform int uNumOfTurns;
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//#define NUM_TURNS (7)
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//#define uNumOfTurns (7)
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layout (binding = 0) uniform sampler2D ViewSpaceZ;
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@@ -16,15 +16,16 @@ uniform float uProjScale;
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//#define ProjScale 500
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uniform float uRadius;
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//#define Radius 1.0f
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//#define uRadius 1.0f
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uniform float uBias;
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//#define Bias 0.012f
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//#define uBias 0.05f
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uniform float uContrast;
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//#define IntensityDivR6 1
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//#define uContrast 1.5f
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uniform float uIntensityScale;
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//#define uIntensityScale 1.0f
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out float AO;
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@@ -88,13 +89,7 @@ void main() {
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vec3 origin = getVSPosition(originScreenCoord);
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float radius;
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if(origin.z < uRadius){
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radius = origin.z;
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} else {
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radius = uRadius;
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}
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float radius = min(origin.z, uRadius);
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vec3 originNormal = getVSFaceNormal(origin);
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