extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y extern number radius; // радиус размытия vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords) { vec4 sum = vec4(0.0); float weightTotal = 0.0; for (int i = -10; i <= 10; i++) { float offset = float(i); float weight = exp(-offset * offset / (2.0 * radius * radius)); vec2 shift = direction * offset / love_ScreenSize.xy; sum += Texel(tex, texture_coords + shift) * weight; weightTotal += weight; } return sum / weightTotal; }