Screen-Space Ambient Occlusion
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NOTE: This program is based on the R5 engine which can be found at http://code.google.com/p/r5ge/.
You'll need to check out the source code from this page via SVN if you want to modify the SSAO sample.
Information regarding the engine and the SSAO sample can be found here: http://blog.nextrevision.com/?p=136



-) Upon starting the program, you should see a simple, shaded scene.

Task: implement SSAO in the shaders
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SSAO must be implemented in the shader found in "Shaders/Deferred/SSAO - Depth.frag".
The sample uses a simple deferred rendering mechanism, and all needed data should be available to you.
Implement SSAO according to the TODO given in the abovementioned file.

-) After successfully implementing SSAO, the scene should show very noisy ambient occlusion shading.



Task: implement filtering in the shaders
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The shaders for filtering the ambient occlusion information are found in "Shaders/Blur/depthH.frag" and "Shaders/Blur/depthV.frag".
The sample uses a separable blur, hence two shaders need to be implemented.
Implement a proper depth-aware filter according to the TODOs given in both shaders.
