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As I said, the problem was not in SSAO, but in the way MW weapons work with the depth buffer. I looked at the code, found the problem, fixed it, and sent it to the MW base developer.
I say it again: there is no need to fix SSAO. I'm so fucking sick of it
We removed the second renderView, found a way to improve the gmod depth buffer. Titanic work was done, but the fact that the MW weapon is not written to the depth buffer is not a problem of the depth buffer.
There is an option to change the render hook for MW weapons, but why should I interfere with the work of the weapon base? If it works as intended by the author
As far as I know, MW weapons are rendered manually to use GESTURE animations. Personally, I'm not a MW weapon developer. I don't know how to work with it, I have plenty of other tasks. Ask the MW developer to adapt his weapon to GMOD's depth buffer (not SSAO, but render.GetResolvedFullFrameDepth() - this is GMOD's depth buffer).
If someone wants to do this, let them adapt MW for SSAO. I am not obliged to work on the MW base if it is not written to the depth buffer.
USE IT: pp_ssao_translucent 1