#version 120 uniform sampler2D input_tex; uniform vec2 fg_BufferSize; uniform float blurOffset_x; uniform float blurOffset_y; const float f[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); const float w[5] = float[](0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 ); void main() { vec2 blurOffset = vec2(blurOffset_x, blurOffset_y) / fg_BufferSize; vec2 coords = gl_TexCoord[0].xy; vec4 color = vec4( texture2D( input_tex, coords + f[0] * blurOffset ).rgb * w[0], 1.0 ); for (int i=1; i<5; ++i ) { color.rgb += texture2D( input_tex, coords - f[i] * blurOffset ).rgb * w[i]; color.rgb += texture2D( input_tex, coords + f[i] * blurOffset ).rgb * w[i]; } gl_FragColor = color; }