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Specgloss shaders improvements + experimental SSAO (debug only)
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14
shaders/postfx_ssao_blur.frag
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14
shaders/postfx_ssao_blur.frag
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in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (ssao_tex, 0, R)
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uniform sampler2D ssao_tex;
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void main() {
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vec2 texel = 1.0 / vec2(textureSize(ssao_tex, 0));
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float sum = 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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sum += texture(ssao_tex, f_coords + vec2(x, y) * texel).r;
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out_color = vec4(sum / 16.0);
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}
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