R"#(vec4 blur2(vec2 v_texcoord, sampler2D tex, float radius, vec2 halfpixel) { vec2 uv = v_texcoord / 2.0; vec4 sum = texture(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); sum += texture(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); sum += texture(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; return sum / 12.0; } )#"