#version 430 layout (binding = 1) uniform sampler2D worldPositionSamp; layout (binding = 2) uniform sampler2D worldNormalSamp; layout (binding = 3) uniform sampler2D worldColorSamp; layout (binding = 4) uniform sampler2D worldDepthSamp; layout (binding = 5) uniform sampler2D noiseSamp; layout (binding = 6) uniform sampler2D ssaoSamp; layout (binding = 7) uniform sampler2D ssaoBlurSamp; in vec2 varTextureCoord; out vec4 color; void main() { float ssaoBlur = texture(ssaoBlurSamp, varTextureCoord).r; color = vec4(texture(worldColorSamp, varTextureCoord).xyz * ssaoBlur, 1); }