varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int sampleMode; uniform float radius; uniform float intensity; vec4 sampleTexture(vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } void main() { vec2 tx = 1. / dimension; vec4 ss = vec4(0.); float ww = 0.; for(float i = -radius; i <= radius; i++) for(float j = -radius; j <= radius; j++) { if(i == 0. && j == 0.) continue; vec2 sx = v_vTexcoord + vec2(i, j) * tx; float w = (radius - (abs(i) + abs(j)) + 1.) / radius / 4.; if(w <= 0.) continue; ss -= sampleTexture( sx ) * w; ww += w; } vec4 sc = sampleTexture( v_vTexcoord ); ss += sc * ww; gl_FragColor = vec4(ss.rgb * intensity, sc.a); }