#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 colDiffuse; // NOTE: Add here your custom variables void main() { vec4 color = texture2D(texture0, fragTexCoord); color += texture2D(texture0, fragTexCoord + 0.001); color += texture2D(texture0, fragTexCoord + 0.003); color += texture2D(texture0, fragTexCoord + 0.005); color += texture2D(texture0, fragTexCoord + 0.007); color += texture2D(texture0, fragTexCoord + 0.009); color += texture2D(texture0, fragTexCoord + 0.011); color += texture2D(texture0, fragTexCoord - 0.001); color += texture2D(texture0, fragTexCoord - 0.003); color += texture2D(texture0, fragTexCoord - 0.005); color += texture2D(texture0, fragTexCoord - 0.007); color += texture2D(texture0, fragTexCoord - 0.009); color += texture2D(texture0, fragTexCoord - 0.011); color.rgb = vec3((color.r + color.g + color.b)/3.0); color = color/9.5; gl_FragColor = color; }