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

22 lines
360 B
GLSL

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