gl01/internal/asset/shader/world/ssao_blur.frag

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#version 330
uniform sampler2D tex;
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uniform vec2 screenSize;
in vec2 fragPosScreen;
layout (location = 0) out float outputColor;
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void main() {
outputColor = 0;
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for (int i = -3; i <= 3; i++)
for (int j = -3; j <= 3; j++)
outputColor += texture(tex, fragPosScreen + vec2(i, j) / screenSize).r;
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outputColor /= 49.0;
outputColor *= outputColor;
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}