#version 150 out vec4 out_colour; const int blurFactor = 11; in vec2 blurTextureCoords[blurFactor]; uniform sampler2D originalTexture; void main(void){ out_colour = vec4(0.0); out_colour += texture(originalTexture, blurTextureCoords[0]) * 0.0093; out_colour += texture(originalTexture, blurTextureCoords[1]) * 0.028002; out_colour += texture(originalTexture, blurTextureCoords[2]) * 0.065984; out_colour += texture(originalTexture, blurTextureCoords[3]) * 0.121703; out_colour += texture(originalTexture, blurTextureCoords[4]) * 0.175713; out_colour += texture(originalTexture, blurTextureCoords[5]) * 0.198596; out_colour += texture(originalTexture, blurTextureCoords[6]) * 0.175713; out_colour += texture(originalTexture, blurTextureCoords[7]) * 0.121703; out_colour += texture(originalTexture, blurTextureCoords[8]) * 0.065984; out_colour += texture(originalTexture, blurTextureCoords[9]) * 0.028002; out_colour += texture(originalTexture, blurTextureCoords[10]) * 0.0093; }