SSAO: sampling coordinates go out of screen, reject the sample
Previous behaviour would get occlusion at borders which could create over occlusion at edges of the screen.
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@@ -56,6 +56,9 @@ float calculate_ssao_factor(float depth)
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vec2 uvcoords = uvcoordsvar.xy + dir_jittered * offset;
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if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
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continue;
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float depth_new = texture2D(depthbuffer, uvcoords).r;
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if (depth_new != 1.0) {
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vec3 pos_new = get_view_space_from_depth(uvcoords, viewvecs[0].xyz, viewvecs[1].xyz, depth_new);
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