1 // A simple unidirectional blur.
5 uniform vec4 PREFIX(samples)[NUM_TAPS + 1];
7 vec4 FUNCNAME(vec2 tc) {
8 vec4 sum = vec4(PREFIX(samples)[0].z) * INPUT(tc);
9 for (int i = 1; i < NUM_TAPS + 1; ++i) {
10 vec4 sample = PREFIX(samples)[i];
11 sum += vec4(sample.z) * (INPUT(tc - sample.xy) + INPUT(tc + sample.xy));