uniform sampler2D m_Texture; // this should hold the texture rendered by the horizontal blur pass uniform float m_Size; uniform float m_Scale; varying vec2 texCoord; void main(void) { float blurSize = m_Scale/m_Size; vec4 sum = vec4(0.0); // blur in x (vertical) // take nine samples, with the distance blurSize between them sum += texture2D(m_Texture, vec2(texCoord.x- 4.0*blurSize, texCoord.y )) * 0.05; sum += texture2D(m_Texture, vec2(texCoord.x- 3.0*blurSize, texCoord.y )) * 0.09; sum += texture2D(m_Texture, vec2(texCoord.x - 2.0*blurSize, texCoord.y)) * 0.12; sum += texture2D(m_Texture, vec2(texCoord.x- blurSize, texCoord.y )) * 0.15; sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16; sum += texture2D(m_Texture, vec2(texCoord.x+ blurSize, texCoord.y )) * 0.15; sum += texture2D(m_Texture, vec2(texCoord.x+ 2.0*blurSize, texCoord.y )) * 0.12; sum += texture2D(m_Texture, vec2(texCoord.x+ 3.0*blurSize, texCoord.y )) * 0.09; sum += texture2D(m_Texture, vec2(texCoord.x+ 4.0*blurSize, texCoord.y )) * 0.05; gl_FragColor = sum; }