#version 330 core
out float FragColor;
in vec2 TexCoords;
uniform sampler2D ssaoInput;
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(ssaoInput, 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(ssaoInput, TexCoords + offset).r;
}
}
FragColor = result / (4.0 * 4.0);
}