Terrain4J_Experimental_branch/resources/EngineResources/shaders/ssao_blur_frag.glsl

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GLSL

#version 450
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out float outAO;
layout(set = 0, binding = 0) uniform sampler2D ssaoSampler;
void main() {
vec2 texelSize = 1.0 / vec2(textureSize(ssaoSampler, 0));
float result = 0.0;
for (int x = -2; x <= 2; x++) {
for (int y = -2; y <= 2; y++) {
vec2 offset = vec2(float(x), float(y)) * texelSize;
result += texture(ssaoSampler, vec2(inTextCoord.x,inTextCoord.y) + offset).r;
}
}
outAO = result / 25.0;
}