#import "Common/ShaderLib/MultiSample.glsllib" uniform COLORTEXTURE m_Texture; uniform DEPTHTEXTURE m_DepthTexture; uniform int m_NbSamples; uniform float m_BlurStart; uniform float m_BlurWidth; uniform float m_LightDensity; uniform bool m_Display; in vec2 lightPos; in vec2 texCoord; void main(void) { if(m_Display){ vec4 colorRes= getColor(m_Texture,texCoord); float factor=(m_BlurWidth/float(m_NbSamples-1.0)); float scale; vec2 texCoo=texCoord-lightPos; vec2 scaledCoord; vec4 res = vec4(0.0); for(int i=0; i