#version 150 in vec2 position; const int blurFactor = 11; // This cannot be changed out vec2 blurTextureCoords[blurFactor]; uniform float targetHeight; void main(void){ gl_Position = vec4(position, 0.0, 1.0); vec2 centerTexCoords = position * 0.5 + 0.5; float pixelSize = 1.0 / targetHeight; int offset = (blurFactor-1) / 2; for (int i = -offset; i <= offset; i++) { blurTextureCoords[i + offset] = centerTexCoords + vec2(0.0, pixelSize * i); } }