precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform float blur; uniform float gradientBlur; uniform vec2 start; uniform vec2 end; uniform vec2 delta; uniform vec2 texSize; float random(vec3 scale, float seed) { return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed); } void main(void) { vec4 color = vec4(0.0); float total = 0.0; float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0); vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x)); float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * texSize - start, normal)) / gradientBlur) * blur; for (float t = -30.0; t <= 30.0; t++) { float percent = (t + offset - 0.5) / 30.0; float weight = 1.0 - abs(percent); vec4 sample = texture2D(uSampler, vTextureCoord + delta / texSize * percent * radius); sample.rgb *= sample.a; color += sample * weight; total += weight; } gl_FragColor = color / total; gl_FragColor.rgb /= gl_FragColor.a + 0.00001; }