uniform float u_blur_radius;// = 40.0; uniform vec2 u_blur_size;// = vec2(393, 393); 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); // XXX The magic value here is GAUSSIAN_SCALE_FACTOR from gskcairoblur.c float radius = u_blur_radius * 2.30348; int half_radius = max(int(radius / 2.0), 1); for (int y = -half_radius; y < half_radius; y ++) { float fy = Gaussian (radius / 2.0, float(y)); float offset_y = float(y) * pixel_size_y; for (int x = -half_radius; x < half_radius; x ++) { float fx = Gaussian (radius / 2.0, float(x)); float offset_x = float(x) * pixel_size_x; vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y)); total += fx * fy; ret += c * fx * fy; } } return ret / total; } void main() { vec4 color = blur_pixel(vUv); setOutputColor(color); }