uniform sampler2D tex; uniform vec2 pixel; // Gaussian separated blur with radius 6. #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, Y - 5.13333 * pixel.y)) * 0.00640869; sum += texture(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313; sum += texture(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481; sum += texture(tex, vec2(X, Y)) * 0.209473; sum += texture(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481; sum += texture(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313; sum += texture(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869; FragColor = sum; }