#line 0 precision lowp float; varying lowp vec2 pos; uniform sampler2D f_color; uniform sampler2D f_depth; uniform sampler2D f_ssao; uniform ivec2 screenSize; void main(){ vec2 a_pixel = (1.0 / screenSize) * 3.0; gl_FragColor = vec4((texture2D(f_ssao, pos).r) * texture2D(f_color, pos).rgb, 1.0); }