// zoom blur effect adapted from abort_m berserk pulse void main() { vec2 p = CenterSpot-TexCoord; vec4 res = vec4(0.); vec2 d = (p/150.)*Str; float w = 1.; vec2 s = TexCoord; float sum = 0.; for ( int i=0; i<32; i++ ) { res += w*texture(InputTexture,s); sum += w; w *= .8; s += d; } res /= sum; FragColor = mix(texture(InputTexture,TexCoord),vec4(res.rgb,1.),Fade); }