/* BlurFragmentShader.glsl */ //precision mediump float; uniform lowp sampler2D s_texture; varying mediump vec4 v_color; varying mediump vec2 v_texCoord; varying mediump vec2 v_blurTexCoords0; varying mediump vec2 v_blurTexCoords1; varying mediump vec2 v_blurTexCoords2; varying mediump vec2 v_blurTexCoords3; varying mediump vec2 v_blurTexCoords4; varying mediump vec2 v_blurTexCoords5; varying mediump vec2 v_blurTexCoords6; varying mediump vec2 v_blurTexCoords7; varying mediump vec2 v_blurTexCoords8; varying mediump vec2 v_blurTexCoords9; varying mediump vec2 v_blurTexCoords10; varying mediump vec2 v_blurTexCoords11; varying mediump vec2 v_blurTexCoords12; varying mediump vec2 v_blurTexCoords13; void main() { const mediump float M = 1.0; gl_FragColor = vec4(0.0); gl_FragColor += texture2D(s_texture, v_blurTexCoords0)*0.0044299121055113265 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords1)*0.00895781211794 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords2)*0.0215963866053 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords3)*0.0443683338718 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords4)*0.0776744219933 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords5)*0.115876621105 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords6)*0.147308056121 * M; gl_FragColor += texture2D(s_texture, v_texCoord )*0.159576912161 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords7)*0.147308056121 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords8)*0.115876621105 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords9)*0.0776744219933 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords10)*0.0443683338718 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords11)*0.0215963866053 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords12)*0.00895781211794 * M; gl_FragColor += texture2D(s_texture, v_blurTexCoords13)*0.0044299121055113265 * M; }