In addition to what StevieG said, I'm not even sure you're approaching this the right way. You're darkening all the wrong areas. I'm not sure if this due to a misunderstanding in what SSAO actually does if you're trying to overcome an inherent limitation in Blitz3D, but perhaps you could outline in pseudo code or even a plain english description what your code is trying to do.
Ambient Occlusion Simulate
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