+void AmbientOcclusion::set_depth_ratio(float depth_ratio)
+{
+ depth_ratio = 1/depth_ratio;
+
+ occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+ combine_shdata.uniform(combine_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
+}
+
+void AmbientOcclusion::set_darkness(float darkness)