#line 0 precision lowp float; varying lowp vec2 pos; uniform sampler2D f_color; uniform sampler2D f_depth; uniform ivec2 direction; uniform ivec2 screenSize; void main(){ vec3 color = vec3(0.0); vec2 pix = direction * vec2(1.0 / screenSize); color += texture2D(f_color, pos - pix * 10.0).rgb * 0.011090; color += texture2D(f_color, pos - pix * 9.0).rgb * 0.016196; color += texture2D(f_color, pos - pix * 8.0).rgb * 0.022729; color += texture2D(f_color, pos - pix * 7.0).rgb * 0.030651; color += texture2D(f_color, pos - pix * 6.0).rgb * 0.039717; color += texture2D(f_color, pos - pix * 5.0).rgb * 0.049455; color += texture2D(f_color, pos - pix * 4.0).rgb * 0.059173; color += texture2D(f_color, pos - pix * 3.0).rgb * 0.068033; color += texture2D(f_color, pos - pix * 2.0).rgb * 0.075163; color += texture2D(f_color, pos - pix * 1.0).rgb * 0.079795; color += texture2D(f_color, pos).rgb * 0.081402; color += texture2D(f_color, pos + pix * 1.0).rgb * 0.079795; color += texture2D(f_color, pos + pix * 2.0).rgb * 0.075163; color += texture2D(f_color, pos + pix * 3.0).rgb * 0.068033; color += texture2D(f_color, pos + pix * 4.0).rgb * 0.059173; color += texture2D(f_color, pos + pix * 5.0).rgb * 0.049455; color += texture2D(f_color, pos + pix * 6.0).rgb * 0.039717; color += texture2D(f_color, pos + pix * 7.0).rgb * 0.030651; color += texture2D(f_color, pos + pix * 8.0).rgb * 0.022729; color += texture2D(f_color, pos + pix * 9.0).rgb * 0.016196; color += texture2D(f_color, pos + pix * 10.0).rgb * 0.011090; gl_FragColor = vec4(color, 1.0); }