uniform float radius; uniform bool horiz_blur; uniform bool vert_blur; uniform int iteration; uniform vec2 resolution; vec4 process(vec4 col) { float rad = ceil(radius); float divider = 1.0 / rad; vec4 color = vec4(0.0); bool radius_is_zero = (rad == 0.0); if (iteration == 0 && horiz_blur && !radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { color += texture2D(texture, vec2(gl_FragCoord.x+x, gl_FragCoord.y)/resolution)*(divider); } return color; } else if (iteration == 1 && vert_blur && !radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { color += texture2D(texture, vec2(gl_FragCoord.x, gl_FragCoord.y+x)/resolution)*(divider); } return color; } else { return col; } }