#version 120 uniform sampler2D tex; varying vec3 vertex; varying vec2 uv; const int gaussRadius = 11; const float gaussFilter[gaussRadius] = float[gaussRadius]( 0.0402,0.0623,0.0877,0.1120,0.1297,0.1362,0.1297,0.1120,0.0877,0.0623,0.0402 ); uniform vec2 scale; void main() { vec2 texCoord = uv.xy - float(int(gaussRadius/2)) * scale; vec3 color = vec3(0.0, 0.0, 0.0); for (int i=0; i