#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; uniform int horizontalPass; uniform float offset[2] = float[2]( 1.3846153846, 3.2307692308 ); uniform float weight[3] = float[3]( 0.2270270270, 0.3162162162, 0.0702702703 ); void main(void) { vec4 color = texture2DRect(RenderTexture, gl_TexCoord[0].st)*weight[0]; if(horizontalPass == 1) { color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[0],gl_TexCoord[0].y)); color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[0],gl_TexCoord[0].y)); color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x+offset[1],gl_TexCoord[0].y)); color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x-offset[1],gl_TexCoord[0].y)); } else { color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[0])); color += weight[1] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[0])); color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y+offset[1])); color += weight[2] * texture2DRect(RenderTexture, vec2(gl_TexCoord[0].x,gl_TexCoord[0].y-offset[1])); } gl_FragColor = color; }