uniform sampler2D source; uniform lowp float opacity; varying highp vec2 coord; void main() { vec2 delta = vec2( 0.01, 0.01 ); gl_FragColor =( 0.0538 * texture2D( source, coord - 3.182 * delta ) + 0.3229 * texture2D( source, coord - 1.364 * delta ) + 0.2466 * texture2D( source, coord ) + 0.3229 * texture2D( source, coord + 1.364 * delta ) + 0.0538 * texture2D( source, coord + 3.182 * delta) ) * opacity; }