#version 150 uniform sampler2D DiffuseSampler; in vec2 texCoord; in vec2 oneTexel; uniform vec2 InSize; uniform vec2 BlurDir; uniform float Radius; out vec4 fragColor; void main() { vec4 blurred = vec4(0.0); float totalStrength = 0.0; float totalAlpha = 0.0; float totalSamples = 0.0; for(float r = -Radius; r <= Radius; r += 1.0) { vec4 sampleValue = texture(DiffuseSampler, texCoord + oneTexel * r * BlurDir); // Accumulate average alpha totalAlpha = totalAlpha + sampleValue.a; totalSamples = totalSamples + 1.0; // Accumulate smoothed blur float strength = 1.0 - abs(r / Radius); totalStrength = totalStrength + strength; blurred = blurred + sampleValue; } fragColor = vec4(blurred.rgb / (Radius * 2.0 + 1.0), totalAlpha); }