#version 150 noperspective in vec2 v_texCoords; uniform sampler2D u_ssaoInput; out float fragColor; void main () { float result_1; vec2 texelSize_2; texelSize_2 = (1.0/(vec2(textureSize (u_ssaoInput, 0)))); vec2 tmpvar_3; tmpvar_3 = (vec2(-2.0, -2.0) * texelSize_2); vec2 P_4; P_4 = (v_texCoords + tmpvar_3); result_1 = textureLod (u_ssaoInput, P_4, 0.0).x; vec2 tmpvar_5; tmpvar_5 = (vec2(-1.0, -2.0) * texelSize_2); vec2 P_6; P_6 = (v_texCoords + tmpvar_5); result_1 = (result_1 + textureLod (u_ssaoInput, P_6, 0.0).x); vec2 tmpvar_7; tmpvar_7 = (vec2(0.0, -2.0) * texelSize_2); vec2 P_8; P_8 = (v_texCoords + tmpvar_7); result_1 = (result_1 + textureLod (u_ssaoInput, P_8, 0.0).x); vec2 tmpvar_9; tmpvar_9 = (vec2(1.0, -2.0) * texelSize_2); vec2 P_10; P_10 = (v_texCoords + tmpvar_9); result_1 = (result_1 + textureLod (u_ssaoInput, P_10, 0.0).x); vec2 tmpvar_11; tmpvar_11 = (vec2(-2.0, -1.0) * texelSize_2); vec2 P_12; P_12 = (v_texCoords + tmpvar_11); result_1 = (result_1 + textureLod (u_ssaoInput, P_12, 0.0).x); vec2 tmpvar_13; tmpvar_13 = -(texelSize_2); vec2 P_14; P_14 = (v_texCoords + tmpvar_13); result_1 = (result_1 + textureLod (u_ssaoInput, P_14, 0.0).x); vec2 tmpvar_15; tmpvar_15 = (vec2(0.0, -1.0) * texelSize_2); vec2 P_16; P_16 = (v_texCoords + tmpvar_15); result_1 = (result_1 + textureLod (u_ssaoInput, P_16, 0.0).x); vec2 tmpvar_17; tmpvar_17 = (vec2(1.0, -1.0) * texelSize_2); vec2 P_18; P_18 = (v_texCoords + tmpvar_17); result_1 = (result_1 + textureLod (u_ssaoInput, P_18, 0.0).x); vec2 tmpvar_19; tmpvar_19 = (vec2(-2.0, 0.0) * texelSize_2); vec2 P_20; P_20 = (v_texCoords + tmpvar_19); result_1 = (result_1 + textureLod (u_ssaoInput, P_20, 0.0).x); vec2 tmpvar_21; tmpvar_21 = (vec2(-1.0, 0.0) * texelSize_2); vec2 P_22; P_22 = (v_texCoords + tmpvar_21); result_1 = (result_1 + textureLod (u_ssaoInput, P_22, 0.0).x); result_1 = (result_1 + textureLod (u_ssaoInput, v_texCoords, 0.0).x); vec2 tmpvar_23; tmpvar_23 = (vec2(1.0, 0.0) * texelSize_2); vec2 P_24; P_24 = (v_texCoords + tmpvar_23); result_1 = (result_1 + textureLod (u_ssaoInput, P_24, 0.0).x); vec2 tmpvar_25; tmpvar_25 = (vec2(-2.0, 1.0) * texelSize_2); vec2 P_26; P_26 = (v_texCoords + tmpvar_25); result_1 = (result_1 + textureLod (u_ssaoInput, P_26, 0.0).x); vec2 tmpvar_27; tmpvar_27 = (vec2(-1.0, 1.0) * texelSize_2); vec2 P_28; P_28 = (v_texCoords + tmpvar_27); result_1 = (result_1 + textureLod (u_ssaoInput, P_28, 0.0).x); vec2 tmpvar_29; tmpvar_29 = (vec2(0.0, 1.0) * texelSize_2); vec2 P_30; P_30 = (v_texCoords + tmpvar_29); result_1 = (result_1 + textureLod (u_ssaoInput, P_30, 0.0).x); vec2 P_31; P_31 = (v_texCoords + texelSize_2); result_1 = (result_1 + textureLod (u_ssaoInput, P_31, 0.0).x); fragColor = (result_1 / 16.0); }