1 // A simple un.directional blur.
2 // DIRECTION_VERTICAL will be #defined to 1 if we are doing a vertical blur,
7 uniform vec2 PREFIX(samples)[NUM_TAPS + 1];
9 vec4 FUNCNAME(vec2 tc) {
10 vec4 sum = vec4(PREFIX(samples)[0].y) * INPUT(tc);
11 for (int i = 1; i < NUM_TAPS + 1; ++i) {
12 vec2 sample = PREFIX(samples)[i];
13 vec2 sample1_tc = tc, sample2_tc = tc;
14 #if DIRECTION_VERTICAL
15 sample1_tc.y -= sample.x;
16 sample2_tc.y += sample.x;
18 sample1_tc.x -= sample.x;
19 sample2_tc.x += sample.x;
21 sum += vec4(sample.y) * (INPUT(sample1_tc) + INPUT(sample2_tc));