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First steps with SSAO

· 1 min read

Screen-space ambient occlusion in the Glow engine

Today’s result is screen-space ambient occlusion. For each pixel it searches the surrounding pixels to work out how occluded that pixel is, then blurs the result and blends it with the screen.

A video with the water:

A few effects are still left to implement, such as light scattering (god rays). After that I can finally start work on the game.