Hi everyone!
I am trying to implement SSAO for the first time, and I almost managed to get it working, but there is very noticeable artifact that I can't get rid of. Here is screenshots of my test model:


Here is the shader code (random sampler is hardcoded with (1, 0, 0) values for every pixel for debugging reasons, but changing it to truly random values doesn't fix the problem):
float LinearizeDepth(float depth)
{
return (cameraParams.x * cameraParams.y) / (cameraParams.y - depth * (cameraParams.y - cameraParams.x));
}
float GenerateSSAO(PixelInputType input) : SV_TARGET
{
float2 uNoiseScale = float2(800 …