#version 430 layout (binding = 0) uniform sampler2D ssaoSamp; in vec2 varTex; out float color; void main() { vec2 texelSize = 1.0 / vec2(textureSize(ssaoSamp, 0)); float result = 0.0; const int radius = 2; for(int x = -radius; x < radius; x++) { for(int y = -radius; y < radius; y++) { vec2 offset = vec2(float(x), float(y)) * texelSize; result += texture(ssaoSamp, varTex + offset).r; } } result /= (radius * radius * 4); color = result; }