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#version 330 core
in vert_t {
vec2 tex_coords;
} vert;
out float frag_color;
uniform sampler2D ssao;
void main()
{
vec2 texel_size = 1.0 / vec2(textureSize(ssao, 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)) * texel_size;
result += texture(ssao, vert.tex_coords + offset).r;
}
}
frag_color = result / (4.0 * 4.0);
}
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