How is the ambient occlusion map generated? Do you need different maps for different lighting conditions?
https://learnopengl.com/Advanced-Lighting/SSAO Good tutorial! No lighting condition calculations necessary - the basic idea is taking depth samples near each pixel and determining how many of those would likely occlude the viewing hemisphere - this is screen space ambient occlusion. More fancy techniques include ray tracing per pixel and counting the number of rays that end up encountering an object, and weighting the occlusion proportional to that number.