#version 450 #extension GL_GOOGLE_include_directive : enable #include "lib/common.glsl" IN(0, vec2, texcoord) OUT(0, vec4, color) SAMPLER(0, input) void main() { vec2 texelSize = 1.0 / vec2(textureSize(tex_input, 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(tex_input, in_texcoord + offset).r; } } result = result / (4.0 * 4.0); out_color = vec4(result, result, result, 1); }