varying vec2 v_UV; uniform sampler2D u_Texture; uniform vec2 u_ViewportSize: [1.0, 1.0]; uniform vec2 u_BlurDir: [1.0, 0.0]; // https://github.com/Jam3/glsl-fast-gaussian-blur/blob/master/9.glsl vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { vec4 color = vec4(0.0); vec2 off1 = vec2(1.3846153846) * direction; vec2 off2 = vec2(3.2307692308) * direction; color += texture2D(image, uv) * 0.2270270270; color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703; color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703; return color; } void main() { gl_FragColor = blur9(u_Texture, v_UV, u_ViewportSize, u_BlurDir); }