#version 100 precision highp float; varying vec2 v_coords; uniform sampler2D tex; uniform vec2 half_pixel; uniform float offset; uniform float alpha; #if defined(DEBUG_FLAGS) uniform float tint; #endif void main() { vec4 sum = texture2D(tex, v_coords + vec2(-half_pixel.x * 2.0, 0.0) * offset); sum += texture2D(tex, v_coords + vec2(-half_pixel.x, half_pixel.y) * offset) * 2.0; sum += texture2D(tex, v_coords + vec2(0.0, half_pixel.y * 2.0) * offset); sum += texture2D(tex, v_coords + vec2(half_pixel.x, half_pixel.y) * offset) * 2.0; sum += texture2D(tex, v_coords + vec2(half_pixel.x * 2.0, 0.0) * offset); sum += texture2D(tex, v_coords + vec2(half_pixel.x, -half_pixel.y) * offset) * 2.0; sum += texture2D(tex, v_coords + vec2(0.0, -half_pixel.y * 2.0) * offset); sum += texture2D(tex, v_coords + vec2(-half_pixel.x, -half_pixel.y) * offset) * 2.0; gl_FragColor = sum / sum.a; }