#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec2 resolution; uniform sampler2D u_texture; vec4 blur(vec2); void main(void) { vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb; gl_FragColor = vec4(col) * v_fragmentColor; } vec4 blur(vec2 p) { vec4 col = vec4(0); vec2 unit = 1.0 / resolution.xy; float count = 0.0; for(float x = -4.0; x <= 4.0; x += 2.0) { for(float y = -4.0; y <= 4.0; y += 2.0) { float weight = (4.0 - abs(x)) * (4.0 - abs(y)); col += texture2D(u_texture, p + vec2(x * unit.x, y * unit.y)) * weight; count += weight; } } return col / count; }