uniform float u_resolution; uniform float u_radius; uniform vec2 u_direction; varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { //this will be our RGBA sum vec4 sum = vec4(0.0); //our original texcoord for this fragment vec2 tc = v_texCoord; //the amount to blur, i.e. how far off center to sample from //1.0 -> blur by one pixel //2.0 -> blur by two pixels, etc. float blur = u_radius/u_resolution; //the u_direction of our blur //(1.0, 0.0) -> x-axis blur //(0.0, 1.0) -> y-axis blur float hstep = u_direction.x; float vstep = u_direction.y; //apply blurring, using a 15-tap filter with predefined gaussian weights sum += texture2D(CC_Texture0, vec2(tc.x - 7.0*blur*hstep, tc.y - 7.0*blur*vstep)) * 0.0044299121055113265; sum += texture2D(CC_Texture0, vec2(tc.x - 6.0*blur*hstep, tc.y - 6.0*blur*vstep)) * 0.00895781211794; sum += texture2D(CC_Texture0, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.0215963866053; sum += texture2D(CC_Texture0, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0443683338718; sum += texture2D(CC_Texture0, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0776744219933; sum += texture2D(CC_Texture0, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.115876621105; sum += texture2D(CC_Texture0, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.147308056121; sum += texture2D(CC_Texture0, vec2(tc.x, tc.y)) * 0.159576912161; sum += texture2D(CC_Texture0, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.147308056121; sum += texture2D(CC_Texture0, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.115876621105; sum += texture2D(CC_Texture0, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0776744219933; sum += texture2D(CC_Texture0, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0443683338718; sum += texture2D(CC_Texture0, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.0215963866053; sum += texture2D(CC_Texture0, vec2(tc.x + 6.0*blur*hstep, tc.y + 6.0*blur*vstep)) * 0.00895781211794; sum += texture2D(CC_Texture0, vec2(tc.x + 7.0*blur*hstep, tc.y + 7.0*blur*vstep)) * 0.0044299121055113265; //discard alpha for our simple demo, multiply by vertex color and return gl_FragColor = v_fragmentColor * vec4(sum.rgb, 1.0); }