#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 sum = vec4(0); vec4 tc = vec4(0); for (int i = -4; i < 4; i++) { for (int j = -3; j < 3; j++) { sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; } } // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); // Calculate final fragment color if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; else tc = sum*sum*0.0075 + texelColor; gl_FragColor = tc; }