layout(set = 0, binding = 0) uniform sampler2D tex; layout(location = 0) in vec3 worldpos; layout(location = 0) out vec4 fragcolor; void main() { ivec2 size = textureSize(tex, 0); vec2 texCoord = gl_FragCoord.xy / vec2(size); #if defined(BLUR_HORIZONTAL) fragcolor = textureOffset(tex, texCoord, ivec2( 0, 0)) * 0.5 + textureOffset(tex, texCoord, ivec2( 1, 0)) * 0.25 + textureOffset(tex, texCoord, ivec2(-1, 0)) * 0.25; #else fragcolor = textureOffset(tex, texCoord, ivec2(0, 0)) * 0.5 + textureOffset(tex, texCoord, ivec2(0, 1)) * 0.25 + textureOffset(tex, texCoord, ivec2(0,-1)) * 0.25; #endif }