//------------------------------- //BlurH_ps20.glsl // Horizontal Gaussian-Blur pass //------------------------------- uniform sampler2D Blur0; varying vec2 texCoord; vec2 pos[11]; //We use the Normal-gauss distribution formula //f(x) being the formula, we used f(0.5)-f(-0.5); f(1.5)-f(0.5)... float samples[11]; void main() { pos[0] = vec2(-5.0, 0.0); pos[1] = vec2(-4.0, 0.0); pos[2] = vec2(-3.0, 0.0); pos[3] = vec2(-2.0, 0.0); pos[4] = vec2(-1.0, 0.0); pos[5] = vec2(0.0, 0.0); pos[6] = vec2(1.0, 0.0); pos[7] = vec2(2.0, 0.0); pos[8] = vec2(3.0, 0.0); pos[9] = vec2(4.0, 0.0); pos[10] = vec2(5.0, 0.0); //We use the Normal-gauss distribution formula //f(x) being the formula, we used f(0.5)-f(-0.5); f(1.5)-f(0.5)... //stddev=2.0 samples[0] = 0.01222447; samples[1] = 0.02783468; samples[2] = 0.06559061; samples[3] = 0.12097757; samples[4] = 0.17466632; samples[5] = 0.19741265; samples[6] = 0.17466632; samples[7] = 0.12097757; samples[8] = 0.06559061; samples[9] = 0.02783468; samples[10] = 0.01222447; vec4 retVal; vec4 sum; int i = 0; sum = vec4( 0 ); for( i=0;i < 11; i++ ) { sum += texture2D( Blur0, texCoord + (pos[i] * 0.0100000) ) * samples[i]; } gl_FragColor = sum; }