This is my SSAO (Screen Space Ambient Occlusion) implementation and it’s both fast and gives good result. It’s inspired by the Crysis SSAO algorithm but also the Starcraft II implementation and a little from Nvidia’s implementation. To use the SSAO shader, render a fullscreen quad with the SSAO shader applied to it. This shader will trace 10-16 rays for every fragment (pixel when there are no mult