#version 330 core in vec3 Normal; in vec3 FragPos; out vec4 FragColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 objectColor; uniform vec3 viewPos; 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