vec4 effect() { float ssao = 0.0; float z = texture(u_position, v_uv).z; for (int y = -2; y <= 2; y++) { for (int x = -2; x <= 2; x++) { vec2 offset = vec2(x, y) / u_screenSize; if (abs(z - texture(u_position, v_uv + offset * 2.0).z) > 0.05) ssao += 1.0; else ssao += texture(u_ssao, v_uv + offset * 2.0).r; } } ssao /= 24.0; return vec4(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), 1.0); }