precision mediump float; varying mediump vec2 v_texcoord; uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; void main() { vec2 uv = v_texcoord / 2.0; vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; gl_FragColor = sum / 12.0; }