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	<title>Comments on: SSAO</title>
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	<link>http://www.gamerendering.com/2009/01/14/ssao/</link>
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		<item>
		<title>By: admin</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-3356</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 01 Feb 2010 09:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-3356</guid>
		<description>First of all, SSAO is a crude approximation so you&#039;re free to do whatever you want. But in real-life, there can be ambient occlusion even on a direct lit surface.</description>
		<content:encoded><![CDATA[<p>First of all, SSAO is a crude approximation so you&#8217;re free to do whatever you want. But in real-life, there can be ambient occlusion even on a direct lit surface.</p>
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		<title>By: keaton</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-3353</link>
		<dc:creator>keaton</dc:creator>
		<pubDate>Mon, 01 Feb 2010 00:04:29 +0000</pubDate>
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		<description>I&#039;m not sure I understand how &quot;the combination with the original screen can be as simple as just multiplying this AO term with the already rendered screen&quot;. Presumably this applies only if the scene uses no direct lighting?</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure I understand how &#8220;the combination with the original screen can be as simple as just multiplying this AO term with the already rendered screen&#8221;. Presumably this applies only if the scene uses no direct lighting?</p>
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		<title>By: admin</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-3037</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 28 Oct 2009 07:30:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-3037</guid>
		<description>I haven&#039;t checked since I was more concerned about the real performance instead of number of instructions when doing this shader.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t checked since I was more concerned about the real performance instead of number of instructions when doing this shader.</p>
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		<title>By: admin</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-2697</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Fri, 21 Aug 2009 17:27:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-2697</guid>
		<description>-- Then, when you read the normals from your normal map, why you don’t resize them from (0,1) to (-1,1) (That’s maybe some trick with GLSL?)

I don&#039;t need to resize them since I save the normals in a float texture.</description>
		<content:encoded><![CDATA[<p>&#8211; Then, when you read the normals from your normal map, why you don’t resize them from (0,1) to (-1,1) (That’s maybe some trick with GLSL?)</p>
<p>I don&#8217;t need to resize them since I save the normals in a float texture.</p>
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