// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float kernel[9]; void main() { vec2 tex = 1. / dimension; vec4 c = + kernel[0] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, -tex.y) ) + kernel[1] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tex.y) ) + kernel[2] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, -tex.y) ) + kernel[3] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, 0.) ) + kernel[4] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) ) + kernel[5] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, 0.) ) + kernel[6] * texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tex.x, tex.y) ) + kernel[7] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tex.y) ) + kernel[8] * texture2D( gm_BaseTexture, v_vTexcoord + vec2( tex.x, tex.y) ); gl_FragColor = vec4(c.rgb, 1.); }