#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables const vec2 size = vec2(800, 450); // render size const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance const float quality = 2.5; // lower = smaller glow, better quality void main() { vec4 sum = vec4(0); vec2 sizeFactor = vec2(1)/size*quality; // Texel color fetching from texture sampler vec4 source = texture2D(texture0, fragTexCoord); const int range = 2; // should be = (samples - 1)/2; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); } } // Calculate final fragment color gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; }