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Author: theagentd (posted 2013-05-15 09:00:54, viewed 660 times)

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//Fragment shader for interpolated texture coordinates:
uniform sampler2D sampler;

varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
 
void main()
{
   vec3 color = texture(sampler, v_texCoord);
   
   color += texture(sampler, v_blurTexCoords[0]);
   color += texture(sampler, v_blurTexCoords[1]);
   color += texture(sampler, v_blurTexCoords[2]);
   color += texture(sampler, v_blurTexCoords[3]);
   color += texture(sampler, v_blurTexCoords[4]);
   color += texture(sampler, v_blurTexCoords[5]);
   color += texture(sampler, v_blurTexCoords[6]);
   color += texture(sampler, v_blurTexCoords[7]);
   color += texture(sampler, v_blurTexCoords[8]);
   color += texture(sampler, v_blurTexCoords[9]);
   color += texture(sampler, v_blurTexCoords[10]);
   color += texture(sampler, v_blurTexCoords[11]);
   color += texture(sampler, v_blurTexCoords[12]);
   color += texture(sampler, v_blurTexCoords[13]);
   gl_FragColor = vec4(color, 1.0);
}





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