+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