shader_type canvas_item; // Radius that the shader was designed for. const float DEFAULT_RADIUS = 10.000000; // Unit vector: (1, 0) or (0, 1) uniform vec2 step; // Desired blur radius. uniform float radius = 10.000000; void fragment() { vec2 s = radius / DEFAULT_RADIUS * step / vec2(textureSize(TEXTURE, 0)); COLOR.rgb = 0.011194727 * texture(TEXTURE, UV - 10.000000000 * s).rgb + 0.039368696 * texture(TEXTURE, UV - 8.415809477 * s).rgb + 0.071308558 * texture(TEXTURE, UV - 6.435363708 * s).rgb + 0.110237219 * texture(TEXTURE, UV - 4.455121108 * s).rgb + 0.145451038 * texture(TEXTURE, UV - 2.475020813 * s).rgb + 0.163798995 * texture(TEXTURE, UV - 0.495000167 * s).rgb + 0.157439298 * texture(TEXTURE, UV + 1.485004498 * s).rgb + 0.129158204 * texture(TEXTURE, UV + 3.465057055 * s).rgb + 0.090434685 * texture(TEXTURE, UV + 5.445220765 * s).rgb + 0.054043977 * texture(TEXTURE, UV + 7.425557483 * s).rgb + 0.027564604 * texture(TEXTURE, UV + 9.406126897 * s).rgb; COLOR.a = 1.0; }