Hello all, i managed to port the 3d viewport Ambient Occlusion fx from Blender 2.79 to work on the game engine.
It is single pass as the original and does not require python setup nor attachments as i moved all the setup C code to glsl. It should look identical when we press P but i still notice some difference, If you know how to improve it let me know.
Though it should, it doesn’t work on blender 2.79, only in Range and Upbge 2.x. If you find out why also let me know.
It doesn’t work on BGE because gl_ProjectionMatrix is set to the identity matrix when the filters are applied.
I see the difference you mention, it’s like some self occlusion, but the same code doesn’t produce that in BGE. A while back I also ported this ambient occlusion as a filter, never shared it though.
It works for me on Range in Linux Mint.
Thank you sir, i would take a while to figure it out. The extra occlusion is still bothering me, maybe some difference in the view vectors. I will try to fix this week. This is a long wanted thing here.