From d11e242b705be872c0a7e6ec6bd63e446ff8eda3 Mon Sep 17 00:00:00 2001
From: Alexander Rose <alexander.rose@weirdbyte.de>
Date: Sat, 27 May 2023 10:07:58 -0700
Subject: [PATCH] fix background occlusion handling

---
 CHANGELOG.md                   | 1 +
 src/mol-gl/shader/ssao.frag.ts | 2 +-
 2 files changed, 2 insertions(+), 1 deletion(-)

diff --git a/CHANGELOG.md b/CHANGELOG.md
index 0411c2d7f..b1c62f1f3 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -7,6 +7,7 @@ Note that since we don't clearly distinguish between a public and private interf
 ## [Unreleased]
 
 - Optimize inter unit bond compute
+- Improve SSAO for thin geometry (e.g. lines)
 
 ## [v3.35.0] - 2023-05-14
 
diff --git a/src/mol-gl/shader/ssao.frag.ts b/src/mol-gl/shader/ssao.frag.ts
index ac851e47f..cdc86f314 100644
--- a/src/mol-gl/shader/ssao.frag.ts
+++ b/src/mol-gl/shader/ssao.frag.ts
@@ -114,7 +114,7 @@ void main(void) {
     vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);
 
     if (isBackground(selfDepth)) {
-        gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);
+        gl_FragColor = vec4(packUnitIntervalToRG(1.0), selfPackedDepth);
         return;
     }
 
-- 
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