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Author: theagentd (posted 2013-05-15 09:01:13, viewed 629 times)

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uniform sampler2D sampler;

varying vec2 v_texCoord;
 
void main()
{
   vec3 color = texture(sampler, v_texCoord);
   
   color += texture(sampler, v_texCoord + vec2(-0.028, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.024, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.020, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.016, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.012, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.008, 0.0));
   color += texture(sampler, v_texCoord + vec2(-0.004, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.004, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.008, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.012, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.016, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.020, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.024, 0.0));
   color += texture(sampler, v_texCoord + vec2(0.028, 0.0));
   gl_FragColor = vec4(color, 1.0);
}





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