The blurring step samples it exactly between texels so nearest filtering
may cause artifacts due to floating point math instability.
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
+ occlude_target.set_texture_filter(LINEAR);
texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
unsigned seed = 1;
texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
unsigned seed = 1;