#version 310 es precision highp float; precision highp int; layout(location = 0) in vec4 v_fragmentColor; layout(location = 1) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(std140, binding = 0) uniform fs_ub { vec2 resolution; float blurRadius; float sampleNum; }; vec4 blur(vec2); layout(location = 0) out vec4 FragColor; void main(void) { vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb; FragColor = vec4(col) * v_fragmentColor; } vec4 blur(vec2 p) { if (blurRadius > 0.0 && sampleNum > 1.0) { vec4 col = vec4(0); vec2 unit = 1.0 / resolution.xy; float r = blurRadius; float sampleStep = r / sampleNum; float count = 0.0; for(float x = -r; x < r; x += sampleStep) { for(float y = -r; y < r; y += sampleStep) { float weight = (r - abs(x)) * (r - abs(y)); col += texture(u_tex0, p + vec2(x * unit.x, y * unit.y)) * weight; count += weight; } } return col / count; } return texture(u_tex0, p); }