#version 330 in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables const float renderWidth = 1280.0; const float renderHeight = 720.0; float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); void main() { vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0]; for (int i = 1; i < 3; i++) { tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } fragColor = vec4(tc, 1.0); }