#include "common_blur.h" varying vec4 v_TexCoord; uniform sampler2D g_Texture0; void main() { #if VERTICAL vec3 albedo = blur3(v_TexCoord.xy, vec2(0, v_TexCoord.w)); #else vec3 albedo = blur3(v_TexCoord.xy, vec2(v_TexCoord.z, 0)); #endif gl_FragColor = vec4(albedo, 1.0); }