its not ssao. If u have ripped some AO code from other software and pinned it into enb, that doesnt mean that u will get an AO effect in game.Portal2x2 wrote:How else to still get the depth but not through a normal? In the code all calculation of the occlusion goes through it, I already threw the source code, I recommend to get rid of the shift on the course, other assistance I did not hear, only loud statements that "this is not ssao" yelled golosino. I don't how don't doubt your knowledge, but be advised that it is possible, I'm no expert in hlsl, doing what I could learn, the code is almost not changed. Attach again. http://pastebin.ru/LnjHmOi7 Does it need to rewrite all of this, I was watching different tutorials and nothing contradictory is not found, it all fits, but again I'm no expert but an Amateur. Call it cell shading graphic in General barbarism. What you see in the screenshot only raw ssao is derived from the normal without the use of masks and ambient, diffuse only.ENBSeries wrote:Dude, it's not ssao.
Proper AO never shows mesh topology. If it does - then u have wrong source data input on your shader. By wrong data i mean, that numeric space of depth is wrong.
And yes, in order to retrieve normals in enb you have to restore them from depth. Yet its very inaccurate without view space matrix to object space. Bcos u have no clue of Y coord basis positioning.