#version 120 uniform sampler2D texture; uniform vec2 screenSize; varying vec2 uvCoord; // Stolen from https://github.com/Jam3/glsl-fast-gaussian-blur kinda void main() { float radius = 1; vec4 color = vec4(0.0); vec2 off1 = vec2(1.411764705882353) * vec2( 0, radius ); vec2 off2 = vec2(3.2941176470588234) * vec2( 0, radius ); vec2 off3 = vec2(5.176470588235294) * vec2( 0, radius ); color += texture2D(texture, uvCoord) * 0.1964825501511404; color += texture2D(texture, uvCoord + (off1 / screenSize)) * 0.2969069646728344; color += texture2D(texture, uvCoord - (off1 / screenSize)) * 0.2969069646728344; color += texture2D(texture, uvCoord + (off2 / screenSize)) * 0.09447039785044732; color += texture2D(texture, uvCoord - (off2 / screenSize)) * 0.09447039785044732; color += texture2D(texture, uvCoord + (off3 / screenSize)) * 0.010381362401148057; color += texture2D(texture, uvCoord - (off3 / screenSize)) * 0.010381362401148057; gl_FragColor = color; }