efl/legacy/evas/src/modules/engines/gl_common/shader/filter_blur_nomul.shd

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#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;
}