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uniform sampler2D texture;
uniform float blur_radius;

void main()
{
    vec2 offx = vec2(blur_radius, 0.0);
    vec2 offy = vec2(0.0, blur_radius);

    vec4 pixel = texture2D(texture, gl_TexCoord[0].xy)               * 4.0 +
                 texture2D(texture, gl_TexCoord[0].xy - offx)        * 2.0 +
                 texture2D(texture, gl_TexCoord[0].xy + offx)        * 2.0 +
                 texture2D(texture, gl_TexCoord[0].xy - offy)        * 2.0 +
                 texture2D(texture, gl_TexCoord[0].xy + offy)        * 2.0 +
                 texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
                 texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
                 texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
                 texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;

    gl_FragColor =  gl_Color * (pixel / 16.0);
}

Generated by dwww version 1.15 on Sat May 18 13:11:53 CEST 2024.