radial blur effect fragment shader
uniform sampler2D tex0; uniform vec3 resolution; // screen resolution #define T texture2D(tex0,.5+(p.xy*=.992)) void main() { vec3 p = gl_FragCoord.xyz/resolution-.5; vec3 o = T.rbb; for (float i=0.;i<100.;i++) p.z += pow(max(0.,.5-length(T.rg)),2.)*exp(-i*.08); gl_FragColor=vec4(o*o+p.z,1); }