#ifdef GL_ES precision mediump float; #endif uniform sampler2D screenTexture; uniform float blurSize; varying vec2 texCoordVar; void main(void) { vec4 sum = vec4(0.0); sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y - 4.0*blurSize)) * 0.05; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y - 3.0*blurSize)) * 0.09; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y - 2.0*blurSize)) * 0.12; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y - blurSize)) * 0.15; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y)) * 0.16; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y + blurSize)) * 0.15; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y + 2.0*blurSize)) * 0.12; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y + 3.0*blurSize)) * 0.09; sum += texture2D(screenTexture, vec2(texCoordVar.x, texCoordVar.y + 4.0*blurSize)) * 0.05; gl_FragColor = sum; }