// VERTEX_SHADER: void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); vUv = vec2(aUv.x, aUv.y); } // FRAGMENT_SHADER: uniform float u_blur_radius; uniform vec2 u_blur_size; uniform vec2 u_blur_dir; const float PI = 3.14159265; const float RADIUS_MULTIPLIER = 3.0; // blur_radius 0 is NOT supported and MUST be caught before. // Partially from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html void main() { float sigma = u_blur_radius; // *shrug* float blur_radius = u_blur_radius * RADIUS_MULTIPLIER; vec3 incrementalGaussian; incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma); incrementalGaussian.y = exp(-0.5 / (sigma * sigma)); incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y; vec2 pixel_step = vec2(1.0) / u_blur_size; float coefficientSum = 0; vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x; coefficientSum += incrementalGaussian.x; incrementalGaussian.xy *= incrementalGaussian.yz; int pixels_per_side = int(floor(blur_radius / 2.0)); for (int i = 1; i <= pixels_per_side; i++) { vec2 p = i * pixel_step * u_blur_dir; sum += Texture(u_source, vUv - p) * incrementalGaussian.x; sum += Texture(u_source, vUv + p) * incrementalGaussian.x; coefficientSum += 2.0 * incrementalGaussian.x; incrementalGaussian.xy *= incrementalGaussian.yz; } setOutputColor(sum / coefficientSum); }