// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float down; uniform vec2 dimension; void main() { vec4 col = vec4(0.); float wei = 0.; for( float i = 0.; i < down; i++ ) for( float j = 0.; j < down; j++ ) { vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord * down + vec2(i, j) / dimension ); col += samp; } col /= down * down; gl_FragColor = col; }