$input v_texcoord0 #include "../common/common.sh" SAMPLER2D(s_tex, 0); //SAMPLER2D(s_target_tex, 1); uniform vec4 u_pixelSize; uniform vec4 u_intensity; void main() { vec2 halfpixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y); vec2 uv = v_texcoord0.xy; vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x , 0.0)); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, halfpixel.y)); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x , 0.0)); sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, -halfpixel.y)); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y)); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y)); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, -halfpixel.y)); sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, halfpixel.y)); sum += (4.0 / 16.0) * texture2D(s_tex, uv); gl_FragColor.xyzw = u_intensity.x * sum; }