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There's a way to do it using the 'alpha depth' channel (disables transparency support) and an SSAO shader I wrote that uses it; the resolution is low but it does work. I plan to implement the new webgl depth buffer extension which will allow for full floating point precision at which point I'll rewrite the SSAO shader to work with it.
You can find an example of the current SSAO here, it's a Firefox Audio API demo so it requires Firefox:
And here's a bundle of it; the CubicVR.js is older but the post process chain should still work with the shaders included, and should work with minimal changes when the depth buffer is implemented:
Hi, all
anybody knows how I can implement ambient occlusion rendering effect with CubicVR? or any ideas ?
thank in advance.
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