// DIRECTION_VERTICAL will be #defined to 1 if we are doing a vertical blur,
// 0 otherwise.
-#define NUM_TAPS 16
-
-uniform vec2 PREFIX(samples)[NUM_TAPS + 1];
+// Implicit uniforms:
+// uniform vec2 PREFIX(samples)[NUM_TAPS / 2 + 1];
vec4 FUNCNAME(vec2 tc) {
vec4 sum = vec4(PREFIX(samples)[0].y) * INPUT(tc);
- for (int i = 1; i < NUM_TAPS + 1; ++i) {
+ for (int i = 1; i < NUM_TAPS / 2 + 1; ++i) {
vec2 sample = PREFIX(samples)[i];
vec2 sample1_tc = tc, sample2_tc = tc;
#if DIRECTION_VERTICAL
}
return sum;
}
+
+#undef DIRECTION_VERTICAL