in vec2 f_coords; layout(location = 0) out vec4 out_color; #texture (ssao_tex, 0, R) uniform sampler2D ssao_tex; void main() { vec2 texel = 1.0 / vec2(textureSize(ssao_tex, 0)); float sum = 0.0; for (int x = -2; x < 2; ++x) for (int y = -2; y < 2; ++y) sum += texture(ssao_tex, f_coords + vec2(x, y) * texel).r; out_color = vec4(sum / 16.0); }