25 lines
No EOL
546 B
GLSL
25 lines
No EOL
546 B
GLSL
#version 450
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layout (binding = 0) uniform sampler2D samplerSSAO;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out float outFragColor;
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void main()
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{
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const int blurRange = 2;
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int n = 0;
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vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
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float result = 0.0;
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for (int x = -blurRange; x < blurRange; x++)
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{
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for (int y = -blurRange; y < blurRange; y++)
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{
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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result += texture(samplerSSAO, inUV + offset).r;
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n++;
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}
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}
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outFragColor = result / (float(n));
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} |