12345678910111213141516171819202122232425262728 |
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 0) uniform sampler2D samplerSSAO;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out float outFragColor;
-
- void main()
- {
- const int blurRange = 2;
- int n = 0;
- vec2 texelSize = 1.0 / vec2(textureSize(samplerSSAO, 0));
- float result = 0.0;
- for (int x = -blurRange; x < blurRange; x++)
- {
- for (int y = -blurRange; y < blurRange; y++)
- {
- vec2 offset = vec2(float(x), float(y)) * texelSize;
- result += texture(samplerSSAO, inUV + offset).r;
- n++;
- }
- }
- outFragColor = result / (float(n));
- }
|