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Vertex normal from view space position

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Hi. I've been wanting to implement SSAO without having to store the vertex normal in addition to the normal from the normal map, a brief look on the internet came up with being able to calculate this using view space position and the ddx/ddy functions. I've tried this but the result looks incorrect as below:


I store linear view-space depth and reconstruct the position calculating the view-ray and using the stored depth from the g-buffer. Could anyone point me in the right direction to get this working?

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