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I found that replacing v_texcoord0 with gl_FragCoord.xy / vec2(screen_width, screen_height) in the SSAO shader, solved this issue.
v_texcoord0
gl_FragCoord.xy / vec2(screen_width, screen_height)
I found that replacing v_texcoord0 with gl_FragCoord.xy / vec2(screen_width, screen_height) solved this issue.