void main() { float gauss4[4] = { 0.270682, 0.216745, 0.111281, 0.036633 }; vec2 coord = TexCoord; vec4 res = texture(InputTexture,coord); vec2 bresl = textureSize(InputTexture,0); vec2 uv = ((coord-0.5)*vec2(1.0,bresl.y/bresl.x))*2.0; float bfact = clamp(pow(dot(uv,uv),bblurpow)*bblurmul+bblurbump,0.0,1.0); vec2 bof = (1.0/bresl)*bblurradius*bfact; res.rgb *= 0; int i,j; for ( i=-3; i<4; i++ ) for ( j=-3; j<4; j++ ) res.rgb += gauss4[abs(i)]*gauss4[abs(j)]*texture(InputTexture,coord+vec2(i,j)*bof).rgb; FragColor = res; }