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GLSL

#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec2 BlurDir;
uniform float Radius;
void main() {
vec4 blurred = vec4(0.0);
float totalStrength = 0.0;
for(float r = -Radius; r <= Radius; r += 1.0) {
float strength = abs(1.0 - r / Radius);
strength = strength * strength;
totalStrength = totalStrength + strength;
blurred = blurred + texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir) * strength;
}
gl_FragColor = vec4(blurred.rgb / totalStrength, texture2D(DiffuseSampler, texCoord).a);
}