4 uniform sampler2D render;
12 vec2 p = gl_TexCoord[0].st;
14 float r = radius * 0.005;
16 vec4 s0 = texture2D(render, p);
17 vec4 s1 = texture2D(render, p + vec2(0, r * aspect));
18 vec4 s2 = texture2D(render, p + vec2(0, -r * aspect));
19 vec4 s3 = texture2D(render, p + vec2(r, 0));
20 vec4 s4 = texture2D(render, p + vec2(-r, 0));
23 gl_FragColor = (((2 - v) * s0) + (v * ((s1 + s2 + s3 + s4) / 4))) / 2;