-vec4 blur(sampler2D tex, vec2 uv, vec2 res) {\r
- float Pi = 6.28318530718; // Pi*2\r
- \r
- // GAUSSIAN BLUR SETTINGS {{{\r
- float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)\r
- float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)\r
- float Size = 8.0; // BLUR SIZE (Radius)\r
- // GAUSSIAN BLUR SETTINGS }}}\r
- \r
- vec2 Radius = Size/res;\r
- \r
- // Pixel colour\r
- vec4 Color = texture(tex, uv);\r
- \r
- // Blur calculations\r
- for( float d=0.0; d<Pi; d+=Pi/Directions) {\r
- for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {\r
- Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i); \r
- }\r
- }\r
- \r
- // Output to screen\r
- Color /= Quality * Directions - 15.0;\r
- return Color;\r
-}\r
-\r