out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexMotion; uniform float uBlurStrength; in vec2 aUv; vec2 rand_hash22( vec2 p ) { vec3 p3 = fract(vec3(p.xyx) * 213.8976123); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } void main() { vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0); vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0); vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0); vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength; vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x ); vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y ); vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x ); vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y ); FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25; }