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- #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;
- }
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