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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
VARYING vec2 TexCoord0;
VARYING vec2 TexCoord1;
VARYING vec2 TexCoord2;
VARYING vec2 TexCoord3;
VARYING vec2 TexCoord4;
VARYING vec2 TexCoord5;
VARYING vec2 TexCoord6;
void setupHorizontalGaussianBlur( float inDestWidth, float inBlurAmount, vec2 inTexCoord )
{
float increment = inBlurAmount/inDestWidth;
TexCoord0 = vec2(inTexCoord.x + increment , inTexCoord.y );
TexCoord1 = vec2(inTexCoord.x + increment * 2.0 , inTexCoord.y);
TexCoord2 = vec2(inTexCoord.x + increment * 3.0 , inTexCoord.y);
TexCoord3 = vec2(inTexCoord.x , inTexCoord.y);
TexCoord4 = vec2(inTexCoord.x - increment , inTexCoord.y);
TexCoord5 = vec2(inTexCoord.x - increment * 2.0 , inTexCoord.y);
TexCoord6 = vec2(inTexCoord.x - increment * 3.0 , inTexCoord.y);
}
void MAIN()
{
setupHorizontalGaussianBlur(INPUT_SIZE.x, lensFlareBlurAmount, INPUT_UV);
}