#version 330 in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; uniform vec4 fragTintColor; // 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; } } if (texture2D(texture0, fragTexCoord).r < 0.3) { tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); } else { if (texture2D(texture0, fragTexCoord).r < 0.5) { tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); } else { tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); } } fragColor = tc; }