ssaoBlurFragment.fs 573 B

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  1. #version 430
  2. layout (binding = 0) uniform sampler2D ssaoSamp;
  3. layout (binding = 1) uniform sampler2D test;
  4. in vec2 varTex;
  5. out float color;
  6. void main()
  7. {
  8. vec2 texelSize = 1.0 / vec2(textureSize(ssaoSamp, 0));
  9. float result = 0.0;
  10. const int radius = 2;
  11. for(int x = -radius; x < radius; x++)
  12. {
  13. for(int y = -radius; y < radius; y++)
  14. {
  15. vec2 offset = vec2(float(x), float(y)) * texelSize;
  16. result += texture(ssaoSamp, varTex + offset).r;
  17. }
  18. }
  19. result /= (radius * radius * 4);
  20. color = result;
  21. }