message: Introduce kernel rotation to mitigate banding
diff: @@ -72,8 +72,15 @@ float computeSSAOLuminosity(vec3 normal)
  {
  float totalOcclusion = 0.0;
  float depth = texture2D(inDepthTex, UV).x;
  + float A = 1000.0 * (UV.x + UV.y);
  + float S = sin(A);
  + float C = cos(A);
  + mat2 rotation = mat2(
  + C, -S,
  + S, C
  + );
  for (int i = 0; i < 16; i++) {
  - vec2 samplePoint = SSAOkernel[i];
  + vec2 samplePoint = rotation * SSAOkernel[i];
  float occluderDepth = texture2D(inDepthTex, UV + samplePoint).x;
  vec3 occluder = vec3(samplePoint.xy, depth - occluderDepth);
  float d = length(occluder);
  