uniform float u_blur_radius = 4.0; uniform vec2 u_blur_size; const int samples_x = 15; // must be odd const int samples_y = 15; // must be odd const int half_samples_x = samples_x / 2; const int half_samples_y = samples_y / 2; float Gaussian (float sigma, float x) { return exp ( - (x * x) / (2.0 * sigma * sigma)); } vec4 blur_pixel (in vec2 uv) { float total = 0.0; vec4 ret = vec4 (0); float pixel_size_x = (1.0 / u_blur_size.x); float pixel_size_y = (1.0 / u_blur_size.y); for (int y = 0; y < samples_y; ++y) { float fy = Gaussian (u_blur_radius, float(y) - float(half_samples_x)); float offset_y = float(y - half_samples_y) * pixel_size_y; for (int x = 0; x < samples_x; ++x) { float fx = Gaussian (u_blur_radius, float(x) - float(half_samples_x)); float offset_x = float(x - half_samples_x) * pixel_size_x; total += fx * fy; ret += Texture(u_source, uv + vec2(offset_x, offset_y)) * fx * fy; } } return ret / total; } void main() { /*color = clip (inPos, blur_pixel (inTexCoord));*/ setOutputColor(blur_pixel(vUv)); }