- float bamt = abs(aUv.x-0.5)*2.0;
- bamt = pow(bamt,4.0)*0.05;
+ vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
+
+ vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );
+ vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );
+ vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );
+ vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );