#version 150 in vec2 vTexCoord; uniform sampler2D light_fbo; uniform int windowSizeX; uniform int windowSizeY; uniform bool verticalPass; out vec4 oColor; //const float lookup_offset = 4.0; const float stretching = 2.0; void main() { vec4 sum = vec4(0.0); if (verticalPass){ float blurSize = 1.0/(float(windowSizeY)/(stretching)); sum += texture(light_fbo, vec2(vTexCoord.x - 4.0*blurSize, vTexCoord.y)) * 0.05; sum += texture(light_fbo, vec2(vTexCoord.x - 3.0*blurSize, vTexCoord.y)) * 0.09; sum += texture(light_fbo, vec2(vTexCoord.x - 2.0*blurSize, vTexCoord.y)) * 0.12; sum += texture(light_fbo, vec2(vTexCoord.x - blurSize, vTexCoord.y)) * 0.15; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y)) * 0.16; sum += texture(light_fbo, vec2(vTexCoord.x + blurSize, vTexCoord.y)) * 0.15; sum += texture(light_fbo, vec2(vTexCoord.x + 2.0*blurSize, vTexCoord.y)) * 0.12; sum += texture(light_fbo, vec2(vTexCoord.x + 3.0*blurSize, vTexCoord.y)) * 0.09; sum += texture(light_fbo, vec2(vTexCoord.x + 4.0*blurSize, vTexCoord.y)) * 0.05; } else { float blurSize = 1.0/(float(windowSizeX)/stretching); sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y)) * 0.16; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y + blurSize)) * 0.15; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y + 2.0*blurSize)) * 0.12; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y + 3.0*blurSize)) * 0.09; sum += texture(light_fbo, vec2(vTexCoord.x, vTexCoord.y + 4.0*blurSize)) * 0.05; } oColor = sum; }