#ifdef GL_ES precision mediump float; #endif uniform sampler2D tex; uniform sampler1D gaussian; varying vec4 col; varying vec2 tex_c; varying weight; uniform radius; void main() { int i; vec4 fc = vec4(0,0,0,0); for (i = 0 ; i < radius ; i ++){ fc += texture2D(tex, tex_c.xy).rgba * texture1D(gaussian,i/radius).aaaa; } gl_FragColor = fc / 4 * col; }