VARYING vec2 TexCoord0; VARYING vec2 TexCoord1; VARYING vec2 TexCoord2; #define WT3_0 1.0 #define WT3_1 0.6 #define WT3_NORMALIZE (WT3_0+2.0*(WT3_1)) vec4 gaussianBlur3TapPremultiplied( sampler2D inSampler ) { vec4 OutCol = vec4(0.0); OutCol += texture(inSampler, TexCoord0) * ( WT3_1/WT3_NORMALIZE ); OutCol += texture(inSampler, TexCoord1) * ( WT3_0/WT3_NORMALIZE ); OutCol += texture(inSampler, TexCoord2) * ( WT3_1/WT3_NORMALIZE ); return OutCol; } void MAIN() { FRAGCOLOR = gaussianBlur3TapPremultiplied(INPUT); }