uniform float u_Time; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; void main() { vec4 color = texture2D(u_Tex0, v_TexCoord); int j; int i; for(i = -2 ;i <= 2; i++) for(j = -2; j <= 2; j++) color += texture2D(u_Tex0, v_TexCoord + vec2(i, j)*0.0025) * 0.025; gl_FragColor = color; }