#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables const float renderWidth = 1280; const float renderHeight = 720; float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); void main() { // Texel color fetching from texture sampler vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; for (int i = 1; i < 3; i++) { tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } gl_FragColor = vec4(tc, 1.0); }