#ifdef GL_ES precision highp float; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; uniform vec2 iResolution; uniform float flip; uniform vec2 direction; vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { vec4 color = vec4(0.0); vec2 off1 = vec2(1.411764705882353) * direction; vec2 off2 = vec2(3.2941176470588234) * direction; vec2 off3 = vec2(5.176470588235294) * direction; color += texture2D(image, uv) * 0.1964825501511404; color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344; color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344; color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732; color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732; color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057; color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057; return color; } void main() { vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy); if (flip == 1.0) { uv.y = 1.0 - uv.y; } gl_FragColor = blur(u_texture, uv, iResolution.xy, direction); }