21 lines
		
	
	
		
			892 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			892 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
uniform sampler2D texture;
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uniform float blur_radius;
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void main()
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{
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    vec2 offx = vec2(blur_radius, 0.0);
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    vec2 offy = vec2(0.0, blur_radius);
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    vec4 pixel = texture2D(texture, gl_TexCoord[0].xy)               * 4.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx)        * 2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx)        * 2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offy)        * 2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offy)        * 2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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    gl_FragColor =  gl_Color * (pixel / 16.0);
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}
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