#version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D shadowmapTexture; uniform sampler2D irradianceTexture; uniform int screenWidth; uniform int screenHeight; uniform int renderState; uniform vec2 samplePositions[13]; uniform vec3 sampleWeights[13]; vec4 blur(sampler2D tex, vec2 uv, vec2 res) { float Pi = 6.28318530718; // Pi*2 // GAUSSIAN BLUR SETTINGS {{{ float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower) float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower) float Size = 8.0; // BLUR SIZE (Radius) // GAUSSIAN BLUR SETTINGS }}} vec2 Radius = Size/res; // Pixel colour vec4 Color = texture(tex, uv); // Blur calculations for( float d=0.0; d