#WebGPU/Rust/wgpu: SSAO issues - AO buffer is all 1.0 values

7 messages · Page 1 of 1 (latest)

fierce pewter
#

This is my shader: https://pastebin.com/pGScmwg1. As far as I'm aware, only differences are I'm using a 4x4 texture for my kernel samples instead of the buffer they use, and instead of using an interpolated view ray and linear depth for getting view_space position, I use depth and tex coords for getting view_space position

#

This is the AO buffer it results in. All 1.0 values (in R channel)
These are depth (clamped to .97461 - 1) and normal buffers (worldspace positions)

#

There is renderdoc capture
Why am I getting such a weird result