#version 110 uniform sampler2D image; uniform float radius; uniform vec2 resolution; uniform bool horiz_blur; uniform bool vert_blur; uniform int iteration; varying vec2 vTexCoord; void main(void) { 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(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(divider); } gl_FragColor = color; } else if (iteration == 1 && vert_blur && !radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(divider); } gl_FragColor = color; } else { gl_FragColor = texture2D(image, vTexCoord); } }