#version 130 in vec2 vTexCoord; out vec4 outColor; #ifndef BLUR_SAMPLES #define BLUR_SAMPLES 9 #endif uniform sampler2D g_InputTex; uniform vec2 g_SampleOffsets[BLUR_SAMPLES]; void main() { vec4 r = vec4(0,0,0,0); for (int i = 0; i < BLUR_SAMPLES; ++i) r += texture(g_InputTex, vTexCoord + g_SampleOffsets[i]); outColor = r / BLUR_SAMPLES; }