I had a quick look at it, the c++ is pretty easy.
To understand it just look for every call to FullscreenPassDraw and you should be able to get your head around what it is doing.
You will find a hell of a lot of them though
To be honest, I would look at something else though. Intel’s own figures for ASSAO are scary.
Over 4 milliseconds per frame if you are running 4K with everything turned on, that’s just mad.
Over 1 millisecond at reasonable resolution and quality, still very slow
When you factor in memory usage and the fact that there are over 20 pixel shaders used…
I would sit back and look at your renderer and see what information you already have available.
Have you got a normal map available ?
Do you have a full screen depth buffer available ?
Then think about which graphics cards you are targeting , yes it makes a difference , sadly HDAO and nVidia don’t get along very well.
Once you know what you have available it is easier to make a decision about which of the many SSAO techniques works for you.