#version 300 es #define ALLOW_INCLUDES #extension GL_ARB_shading_language_include : enable precision highp float; uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; uniform int passes; uniform float vibrancy; uniform float vibrancy_darkness; in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; #include "blur1.glsl" void main() { fragColor = blur1(v_texcoord, tex, radius, halfpixel, passes, vibrancy, vibrancy_darkness); }