aeon-199x/shaders/module/horizontal_blur.frag

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vec2 neighborOffset = vec2(1 / viewWidth, 0);
float avg(float l, float c, float r) {
return (l + c + r) / 3;
}
vec3 hblur() {
vec3 center = texture2D(gcolor, texcoord).rgb;
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vec3 sum = vec3(0);
int count = 0;
for(int x = -2; x < 2; x++) {
vec2 pos = texcoord - (neighborOffset * x);
if(pos.x >= 0 && pos.x < viewWidth) {
sum += texture2D(gcolor, pos).rgb;
count++;
}
}
return sum / count;
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}