uniform sampler2D screenTexture; uniform float blurSize; varying vec2 texCoordVar; void main(void) { vec4 sum = vec4(0.0); sum += texture2D(screenTexture, vec2(texCoordVar.x - 16.0*blurSize, texCoordVar.y)) * 0.000004; sum += texture2D(screenTexture, vec2(texCoordVar.x - 15.0*blurSize, texCoordVar.y)) * 0.000012; sum += texture2D(screenTexture, vec2(texCoordVar.x - 14.0*blurSize, texCoordVar.y)) * 0.00004; sum += texture2D(screenTexture, vec2(texCoordVar.x - 13.0*blurSize, texCoordVar.y)) * 0.00012; sum += texture2D(screenTexture, vec2(texCoordVar.x - 12.0*blurSize, texCoordVar.y)) * 0.000331; sum += texture2D(screenTexture, vec2(texCoordVar.x - 11.0*blurSize, texCoordVar.y)) * 0.000841; sum += texture2D(screenTexture, vec2(texCoordVar.x - 10.0*blurSize, texCoordVar.y)) * 0.001971; sum += texture2D(screenTexture, vec2(texCoordVar.x - 9.0*blurSize, texCoordVar.y)) * 0.004258; sum += texture2D(screenTexture, vec2(texCoordVar.x - 8.0*blurSize, texCoordVar.y)) * 0.008483; sum += texture2D(screenTexture, vec2(texCoordVar.x - 7.0*blurSize, texCoordVar.y)) * 0.015583; sum += texture2D(screenTexture, vec2(texCoordVar.x - 6.0*blurSize, texCoordVar.y)) * 0.026396; sum += texture2D(screenTexture, vec2(texCoordVar.x - 5.0*blurSize, texCoordVar.y)) * 0.04123; sum += texture2D(screenTexture, vec2(texCoordVar.x - 4.0*blurSize, texCoordVar.y)) * 0.059384; sum += texture2D(screenTexture, vec2(texCoordVar.x - 3.0*blurSize, texCoordVar.y)) * 0.07887; sum += texture2D(screenTexture, vec2(texCoordVar.x - 2.0*blurSize, texCoordVar.y)) * 0.096593; sum += texture2D(screenTexture, vec2(texCoordVar.x - 1.0*blurSize, texCoordVar.y)) * 0.109084; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y)) * 0.113597; sum += texture2D(screenTexture, vec2(texCoordVar.x + 16.0*blurSize, texCoordVar.y)) * 0.000004; sum += texture2D(screenTexture, vec2(texCoordVar.x + 15.0*blurSize, texCoordVar.y)) * 0.000012; sum += texture2D(screenTexture, vec2(texCoordVar.x + 14.0*blurSize, texCoordVar.y)) * 0.00004; sum += texture2D(screenTexture, vec2(texCoordVar.x + 13.0*blurSize, texCoordVar.y)) * 0.00012; sum += texture2D(screenTexture, vec2(texCoordVar.x + 12.0*blurSize, texCoordVar.y)) * 0.000331; sum += texture2D(screenTexture, vec2(texCoordVar.x + 11.0*blurSize, texCoordVar.y)) * 0.000841; sum += texture2D(screenTexture, vec2(texCoordVar.x + 10.0*blurSize, texCoordVar.y)) * 0.001971; sum += texture2D(screenTexture, vec2(texCoordVar.x + 9.0*blurSize, texCoordVar.y)) * 0.004258; sum += texture2D(screenTexture, vec2(texCoordVar.x + 8.0*blurSize, texCoordVar.y)) * 0.008483; sum += texture2D(screenTexture, vec2(texCoordVar.x + 7.0*blurSize, texCoordVar.y)) * 0.015583; sum += texture2D(screenTexture, vec2(texCoordVar.x + 6.0*blurSize, texCoordVar.y)) * 0.026396; sum += texture2D(screenTexture, vec2(texCoordVar.x + 5.0*blurSize, texCoordVar.y)) * 0.04123; sum += texture2D(screenTexture, vec2(texCoordVar.x + 4.0*blurSize, texCoordVar.y)) * 0.059384; sum += texture2D(screenTexture, vec2(texCoordVar.x + 3.0*blurSize, texCoordVar.y)) * 0.07887; sum += texture2D(screenTexture, vec2(texCoordVar.x + 2.0*blurSize, texCoordVar.y)) * 0.096593; sum += texture2D(screenTexture, vec2(texCoordVar.x + 1.0*blurSize, texCoordVar.y)) * 0.109084; gl_FragColor = sum; }