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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<Property name="amount" formalName="Blur Amount" min="0" max="0.10" default="0.01" description="Amount of Blur"/>
</MetaData>
<Shaders>
<Shared></Shared>
<VertexShaderShared></VertexShaderShared>
<FragmentShaderShared></FragmentShaderShared>
<Shader name="main">
<VertexShader></VertexShader>
<FragmentShader><![CDATA[
void frag()
{
vec4 c1 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y - amount));
vec4 c2 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y - amount));
vec4 c3 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y + amount));
vec4 c4 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y + amount));
vec4 f1 = vec4(mix(c1, c2, 0.5));
vec4 f2 = vec4(mix(c3, c4, 0.5));
vec4 c5 = texture2D_0(vec2(TexCoord.x - (amount * 2.0), TexCoord.y));
vec4 c6 = texture2D_0(vec2(TexCoord.x, TexCoord.y - (amount * 2.0)));
vec4 c7 = texture2D_0(vec2(TexCoord.x, TexCoord.y + (amount * 2.0)));
vec4 c8 = texture2D_0(vec2(TexCoord.x + (amount * 2.0), TexCoord.y));
vec4 f3 = vec4(mix(c5, c6, 0.5));
vec4 f4 = vec4(mix(c7, c8, 0.5));
vec4 r1 = vec4(mix(f1, f2, 0.5));
vec4 r2 = vec4(mix(f3, f4, 0.5));
gl_FragColor = vec4(mix(r1, r2, 0.5));
}
]]></FragmentShader>
</Shader>
</Shaders>
<Passes>
<Pass shader="main" input="[source]" output="[dest]"/>
</Passes>
</Effect>
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