// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float strength; uniform vec2 center; const float nsamples = 32.; void main() { vec2 uv = v_vTexcoord - center; float precompute = strength * (1. / (nsamples - 1.)); vec4 color = vec4(0.0); float blurStart = 1.0; for(float i = 0.; i < nsamples; i++) { float scale = blurStart + (i * precompute); color += texture2D(gm_BaseTexture, uv * scale + center); } color /= nsamples; gl_FragColor = color; }