// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only VARYING vec2 TexCoord0; VARYING vec2 TexCoord1; VARYING vec2 TexCoord2; VARYING vec2 TexCoord3; VARYING vec2 TexCoord4; VARYING vec2 TexCoord5; VARYING vec2 TexCoord6; void setupHorizontalGaussianBlur( float inDestWidth, float inBlurAmount, vec2 inTexCoord ) { float increment = inBlurAmount/inDestWidth; TexCoord0 = vec2(inTexCoord.x + increment , inTexCoord.y ); TexCoord1 = vec2(inTexCoord.x + increment * 2.0 , inTexCoord.y); TexCoord2 = vec2(inTexCoord.x + increment * 3.0 , inTexCoord.y); TexCoord3 = vec2(inTexCoord.x , inTexCoord.y); TexCoord4 = vec2(inTexCoord.x - increment , inTexCoord.y); TexCoord5 = vec2(inTexCoord.x - increment * 2.0 , inTexCoord.y); TexCoord6 = vec2(inTexCoord.x - increment * 3.0 , inTexCoord.y); } void MAIN() { setupHorizontalGaussianBlur(INPUT_SIZE.x, lensFlareBlurAmount, INPUT_UV); }