#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; void main() { vec3 Texel0 = texture2D(DiffuseSampler, texCoord).rgb; vec3 Texel1 = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0)).rgb; vec3 Texel2 = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y)).rgb; vec3 Texel3 = texture2D(DiffuseSampler, texCoord + oneTexel).rgb; gl_FragColor = vec4((Texel0 + Texel1 + Texel2 + Texel3) * 0.25, 1.0); }