uniform sampler2D Texture; varying vec2 texCoord; void main() { float xstep = 0.5f/800.0f; float ystep = 0.5f/600.0f; vec4 texColor = vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2 + vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1 + vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1; gl_FragColor = texColor; //gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }