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improve the shaders to use half precision to gain some performance.
consider downscaling the depth buffer before the SSAO runs, or at least generate mipmaps from it. The SSAO shader we use allows sampling using mipmaps, to allow better quality larger size filter.
if the center sample of ssao is on the far plane (or past some user configured distance), skipped the whole ray-marching part, assuming the skydome does not need AO.
initial implementation: #6657
possible improvements:
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