vec4 blurry_bloom() { vec4 sum = vec4(0.0); int sample_size = 4; for (int i = -1 * sample_size / 2; i <= sample_size / 2; i++) { for (int j = -1 * sample_size / 2; j <= sample_size / 2; j++) { sum += texture(tex, vec2(tex_coord.x + i * inv_width, tex_coord.y + j * inv_height)); } } sum /= (sample_size * sample_size); return sum; }