#version 130 uniform sampler2D RTBlurH; // this should hold the texture rendered by the horizontal blur pass varying vec2 vTexCoord; uniform float blurSize = 1.0 / 400.0; void main(void) { vec4 sum = vec4(0.0); // blur in y (vertical) // take nine samples, with the distance blurSize between them sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y)) * 0.16; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + blurSize)) * 0.15; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 2.0*blurSize)) * 0.12; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 3.0*blurSize)) * 0.09; sum += texture2D(RTBlurH, vec2(vTexCoord.x, vTexCoord.y + 4.0*blurSize)) * 0.05; gl_FragColor = sum; }