#extension GL_ARB_texture_rectangle : enable // Source: // http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ uniform sampler2DRect MyTex; // the texture with the scene you want to blur uniform float blur_size; // blur size void main(void) { vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; vec4 sum = vec4(0.0); // blur in y (vertical) // take nine samples, with the distance blur_size between them sum += texture2DRect(MyTex, vec2(pos.x, pos.y - 4.0*blur_size)) * 0.05; sum += texture2DRect(MyTex, vec2(pos.x, pos.y - 3.0*blur_size)) * 0.09; sum += texture2DRect(MyTex, vec2(pos.x, pos.y - 2.0*blur_size)) * 0.12; sum += texture2DRect(MyTex, vec2(pos.x, pos.y - blur_size)) * 0.15; sum += texture2DRect(MyTex, vec2(pos.x, pos.y)) * 0.16; sum += texture2DRect(MyTex, vec2(pos.x, pos.y + blur_size)) * 0.15; sum += texture2DRect(MyTex, vec2(pos.x, pos.y + 2.0*blur_size)) * 0.12; sum += texture2DRect(MyTex, vec2(pos.x, pos.y + 3.0*blur_size)) * 0.09; sum += texture2DRect(MyTex, vec2(pos.x, pos.y + 4.0*blur_size)) * 0.05; gl_FragColor = sum; }