When doing SSAO, how did you guys deal with the requirement that the ssao result should only be applied to ambient lighting, not the final lighting result? Because this requirement implies that when you're rendering the scene, the ssao buffer should have already been there so that the scene object shader can sample it and apply it to the ambient lighting. This is fine if you did a pre z pass first, because that's all you need to compute the ssao buffer. But what if there is not a pre z pass, like on 360? BTW I'm doing a traditional forward rendering.