uniform sampler2D tex; uniform vec2 pixel; uniform float sigma; // Gaussian separated blur with radius 6. out vec4 FragColor; void main() { vec2 uv = gl_FragCoord.xy * pixel; float X = uv.x; float Y = uv.y; float g0, g1, g2; g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma); g1 = exp(-0.5 / (sigma * sigma)); g2 = g1 * g1; vec4 sum = texture(tex, vec2(X, Y)) * g0; g0 *= g1; g1 *= g2; for (int i = 1; i < 6; i++) { sum += texture(tex, vec2(X, Y - float(i) * pixel.y)) * g0; sum += texture(tex, vec2(X, Y + float(i) * pixel.y)) * g0; g0 *= g1; g1 *= g2; } FragColor = sum; }