First pass at an SSAO implementation using my interpretation of the CryTek method. No "smart" blurring yet though. Inputs are depth, Hammersley distributed samples on sphere, and random rotation vector texture. Runs at over 200 fps at 1920x1080 on my desktop machine.
Will be adding the "smart" blur soon. Will probably also do a version that uses N to force the sampling to be done on the hemisphere instead of the sphere.
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