uniform sampler2D texUnit; uniform float offset; uniform vec2 halfpixel; varying vec2 uv; void main(void) { vec4 sum = texture2D(texUnit, uv) * 4.0; sum += texture2D(texUnit, uv - halfpixel.xy * offset); sum += texture2D(texUnit, uv + halfpixel.xy * offset); sum += texture2D(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset); sum += texture2D(texUnit, uv - vec2(halfpixel.x, -halfpixel.y) * offset); gl_FragColor = sum / 8.0; }