The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens 😉
I use the SSAO result and a blur shader with one 2x downsampled.
- Original SSAO in fullscreen
- SSAO texture downsampled width and height >> 2
- Combine 1 + 2 * 0.5 🙂
The result is a soft texture without noise. This noise exist because I use only 16 samples per pixel in SSAO pass.
TODO: mix with Lighting Stage of Deferred Rendering architecture and specular map.