21 lines
No EOL
533 B
GLSL
21 lines
No EOL
533 B
GLSL
#version 450
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layout(location = 0) in vec2 inTextCoord;
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layout(location = 0) out float outAO;
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layout(set = 0, binding = 0) uniform sampler2D ssaoSampler;
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void main() {
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vec2 texelSize = 1.0 / vec2(textureSize(ssaoSampler, 0));
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float result = 0.0;
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for (int x = -2; x <= 2; x++) {
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for (int y = -2; y <= 2; y++) {
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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result += texture(ssaoSampler, vec2(inTextCoord.x,inTextCoord.y) + offset).r;
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}
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}
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outAO = result / 25.0;
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} |