in vec2 TexCoord; layout(location=0) out vec4 FragColor; uniform sampler2D SourceTexture; void main() { #if defined(BLUR_HORIZONTAL) FragColor = textureOffset(SourceTexture, TexCoord, ivec2( 0, 0)) * SampleWeights0 + textureOffset(SourceTexture, TexCoord, ivec2( 1, 0)) * SampleWeights1 + textureOffset(SourceTexture, TexCoord, ivec2(-1, 0)) * SampleWeights2 + textureOffset(SourceTexture, TexCoord, ivec2( 2, 0)) * SampleWeights3 + textureOffset(SourceTexture, TexCoord, ivec2(-2, 0)) * SampleWeights4 + textureOffset(SourceTexture, TexCoord, ivec2( 3, 0)) * SampleWeights5 + textureOffset(SourceTexture, TexCoord, ivec2(-3, 0)) * SampleWeights6; #else FragColor = textureOffset(SourceTexture, TexCoord, ivec2(0, 0)) * SampleWeights0 + textureOffset(SourceTexture, TexCoord, ivec2(0, 1)) * SampleWeights1 + textureOffset(SourceTexture, TexCoord, ivec2(0,-1)) * SampleWeights2 + textureOffset(SourceTexture, TexCoord, ivec2(0, 2)) * SampleWeights3 + textureOffset(SourceTexture, TexCoord, ivec2(0,-2)) * SampleWeights4 + textureOffset(SourceTexture, TexCoord, ivec2(0, 3)) * SampleWeights5 + textureOffset(SourceTexture, TexCoord, ivec2(0,-3)) * SampleWeights6; #endif }