uniform sampler2D Texture;
uniform float BlurFactor; uniform float BrightFactor;
uniform float origin_x; uniform float origin_y;
uniform int passes;
void main(void) {
vec2 Origin = vec2(origin_x, 1.0 - origin_y); vec2 TexCoord = vec2(gl_TexCoord[0].xy); vec4 SumColor = vec4(0.0, 0.0, 0.0, 0.0); TexCoord += vec2(1.0 / 1024.0, 1.0 / 768.0) * 0.5 - Origin; for (int i = 0; i < passes; i++) { float scale = 1.0 - BlurFactor * (float(i) / float(passes - 1)); SumColor += texture2D(Texture, TexCoord * scale + Origin); } gl_FragColor = SumColor / float(passes) * BrightFactor; //gl_FragColor = texture2D(Texture, gl_TexCoord[0].xy + vec2(0.1));
}