I am using SSAO very nearly as per John Chapman's tutorial here, in fact, using Sascha Willems Vulkan example. One difference is the fragment position is saved directly to a G-Buffer along with linear depth (so there are x, y, z, and w coordinates, w being the linear depth, calculated in the G-Buffer shader. Depth is calculated like this:
float linearDepth(float depth)
{
return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - depth * (ubo.farPlane - ubo.nearPlane));
}
My scene typically consists of a large, flat floor with a model in the centre. By large I mean a lot bigger than the far clip distance.
At high depth values (i.e. at the horizon in my example), the SSAO is generating occlusion where there should really be none - there's nothing out there except a completely flat surface. Along with that occlusion, there comes some banding as well.
Any ideas for how to prevent these occlusions occurring?