uniform sampler2D tex; uniform vec2 pixel; // Gaussian separated blur with radius 3. #if __VERSION__ >= 130 in vec2 uv; out vec4 FragColor; #else varying vec2 uv; #define FragColor gl_FragColor #endif void main() { vec4 sum = vec4(0.0); float X = uv.x; float Y = uv.y; sum += texture(tex, vec2(X - 3.0 * pixel.x, Y)) * 0.03125; sum += texture(tex, vec2(X - 1.3333 * pixel.x, Y)) * 0.328125; sum += texture(tex, vec2(X, Y)) * 0.273438; sum += texture(tex, vec2(X + 1.3333 * pixel.x, Y)) * 0.328125; sum += texture(tex, vec2(X + 3.0 * pixel.x, Y)) * 0.03125; FragColor = sum; }