View shader on Shadertoy - Published on 2016-01-05
demonstrating post process Screen Space Ambient Occlusion applied to a depth and normal map with the geometry of my shader '[SIG15] Matrix Lobby Scene':
https://www.shadertoy.com/view/MtsXzf
Source: Buffer A.glsl
- iChannel0: texture (mipmap, repeat, vflipped)
Source: Image.glsl
- iChannel0: Buffer A (linear, clamp, vflipped)
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