vec2 sample_coord = texcoord+offset*tex_scale;
float occ = texture(occlusion, sample_coord).r;
float sample = texture(depth, sample_coord).r;
- float z_range = occlusion_radius*length(offset)*0.1;
+ float z_range = occlusion_radius*length(offset)*edge_depth_threshold;
float min_depth = project(vec3(center.xy, center.z+z_range)).z;
float max_depth = project(vec3(center.xy, center.z-z_range)).z;
if(sample>=min_depth && sample<=max_depth)