#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; uniform vec2 BlurDir; uniform float Radius; uniform float Progress; void main() { vec4 blurred = vec4(0.0); float totalStrength = 0.0; float totalAlpha = 0.0; float totalSamples = 0.0; float progRadius = floor(Radius * Progress); for(float r = -progRadius; r <= progRadius; r += 1.0) { vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir); // Accumulate average alpha totalAlpha = totalAlpha + sample.a; totalSamples = totalSamples + 1.0; // Accumulate smoothed blur float strength = 1.0 - abs(r / progRadius); totalStrength = totalStrength + strength; blurred = blurred + sample; } gl_FragColor = vec4(blurred.rgb / (progRadius * 2.0 + 1.0), totalAlpha); }