layout (binding = 0) uniform sampler2D samplerColor; layout (binding = 1) uniform UBO { float blurScale; float blurStrength; int horizontal; } ubo; layout(location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { float weight[5]; weight[0] = 0.227027; weight[1] = 0.1945946; weight[2] = 0.1216216; weight[3] = 0.054054; weight[4] = 0.016216; vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution for(int i = 1; i < 5; ++i) { if (ubo.horizontal == 1) { result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength; result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength; } else { result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength; result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength; } } outFragColor = vec4(result, 1.0); }