#define nsamples 5 extern number blurstart = 1.0; // 0 to 1 extern number blurwidth = -0.02; // -1 to 1 vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 c = vec4(0.0, 0.0, 0.0, 1.0); int i; for (i = 0; i < nsamples; i++) { number scale = blurstart + blurwidth * (i / float(nsamples-1)); c.rgb += Texel(texture, texture_coords * scale).rgb; } c.rgb /= nsamples; return c; }