#if defined(OPENGL_ES) || defined(GL_ES) #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #endif /////////////////////////////////////////////////////////// // Uniforms uniform sampler2D u_texture; uniform float u_length; uniform float u_length2; /////////////////////////////////////////////////////////// // Varyings varying vec2 v_texCoord; varying vec4 v_color; varying vec2 v_blurCoord[5]; void main() { vec4 sum = vec4(0.0); sum += texture2D(u_texture, v_blurCoord[0]) * 0.204164; sum += texture2D(u_texture, v_blurCoord[1]) * 0.304005; sum += texture2D(u_texture, v_blurCoord[2]) * 0.304005; sum += texture2D(u_texture, v_blurCoord[3]) * 0.093913; sum += texture2D(u_texture, v_blurCoord[4]) * 0.093913; gl_FragColor = sum; }