1 // A simple unidirectional blur.
3 uniform vec2 PREFIX(pixel_offset);
4 uniform float PREFIX(weight)[15];
6 vec4 FUNCNAME(vec2 tc) {
7 vec4 x = LAST_INPUT(tc);
9 vec4(PREFIX(weight)[ 0]) * LAST_INPUT(tc - 7.0 * PREFIX(pixel_offset)) +
10 vec4(PREFIX(weight)[ 1]) * LAST_INPUT(tc - 6.0 * PREFIX(pixel_offset)) +
11 vec4(PREFIX(weight)[ 2]) * LAST_INPUT(tc - 5.0 * PREFIX(pixel_offset)) +
12 vec4(PREFIX(weight)[ 3]) * LAST_INPUT(tc - 4.0 * PREFIX(pixel_offset)) +
13 vec4(PREFIX(weight)[ 4]) * LAST_INPUT(tc - 3.0 * PREFIX(pixel_offset)) +
14 vec4(PREFIX(weight)[ 5]) * LAST_INPUT(tc - 2.0 * PREFIX(pixel_offset)) +
15 vec4(PREFIX(weight)[ 6]) * LAST_INPUT(tc - PREFIX(pixel_offset)) +
16 vec4(PREFIX(weight)[ 7]) * LAST_INPUT(tc) +
17 vec4(PREFIX(weight)[ 8]) * LAST_INPUT(tc + PREFIX(pixel_offset)) +
18 vec4(PREFIX(weight)[ 9]) * LAST_INPUT(tc + 2.0 * PREFIX(pixel_offset)) +
19 vec4(PREFIX(weight)[10]) * LAST_INPUT(tc + 3.0 * PREFIX(pixel_offset)) +
20 vec4(PREFIX(weight)[11]) * LAST_INPUT(tc + 4.0 * PREFIX(pixel_offset)) +
21 vec4(PREFIX(weight)[12]) * LAST_INPUT(tc + 5.0 * PREFIX(pixel_offset)) +
22 vec4(PREFIX(weight)[13]) * LAST_INPUT(tc + 6.0 * PREFIX(pixel_offset)) +
23 vec4(PREFIX(weight)[14]) * LAST_INPUT(tc + 7.0 * PREFIX(pixel_offset));