vec4 effect() { float ssao = 0.0; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 offset = vec2(x, y) / u_screenSize; ssao += texture(u_ssao, v_uv + offset * 2.0).r; } } ssao /= 9.0; return vec4(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), 1.0); }