Hi.

I got this distance blur 2D filter,done by MARTINSH (THANKS!), but the problem is that when i activate it game brightness increases. I have no idea what wrong with it.

Here.

```
uniform sampler2D bgl_RenderedTexture;
uniform sampler2D bgl_DepthTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
#define PI 3.14159265
float width = bgl_RenderedTextureWidth; //texture width
float height = bgl_RenderedTextureHeight; //texture height
//------------------------------------------
//general stuff
/*
make sure that these two values are the same for your camera, otherwise distances will be wrong.
*/
float znear = 0.05; //camera clipping start
float zfar = 3000.0; //camera clipping end
//user variables
int samples = 2; //blur sample count
float blurstart = 450.0; //blur starting distance in Blender units
float range = 5.0; //blur fading distance in Blender units
float maxblur = 1.0; //maximum radius of blur
bool noise = false; //use noise instead of pattern dithering?
float namount = 0.0002; //sample dithering amount
//------------------------------------------
vec2 rand(in vec2 coord) //generating noise/pattern texture for dithering
{
float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
if (noise)
{
noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
}
return vec2(noiseX,noiseY);
}
void main()
{
vec3 col = vec3(0.0);
float zdepth = texture2D(bgl_DepthTexture,gl_TexCoord[0].xy).x;
float depth = -zfar * znear / (zdepth * (zfar - znear) - zfar);
float blur = (depth-blurstart)/range*0.5;
blur = clamp(blur*maxblur,0.0,maxblur);
vec2 noise = rand(gl_TexCoord[0].xy)*namount*blur;
float w = (1.0/width)*blur+noise.x;
float h = (1.0/height)*blur+noise.y;
float ss = 3.6/sqrt(float(samples));
float dz = 2.0/float(samples);
float l = 0.0;
float z = 1.0 - dz/2.0;
float s = 1.0;
for (int k = 0; k <= samples; k += 1)
{
float r = sqrt(1.0-z);
vec2 wh = vec2(cos(l)*r, sin(l)*r);
col += texture2D(bgl_RenderedTexture,gl_TexCoord[0].xy+vec2(wh.x*w, wh.y*h)).rgb;
z -= dz;
l += ss/r;
}
gl_FragColor.rgb = col/float(samples);
gl_FragColor.a = 1.0;
}
```