I am trying to follow this tutorial 1:1 for SSAO: http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
#WebGPU/Rust/wgpu: SSAO issues - AO buffer is all 1.0 values
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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