-const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n
- uniform mediump float uSampleWeights[NUM_SAMPLES];\n
-
- void main()\n
- {\n
- mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n
- for (int i=1; i<NUM_SAMPLES; ++i)\n
- {\n
- col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n
- }\n
- gl_FragColor = col;\n
- }\n
-);
-