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 = -4 ;i <= 4; i++) for(j = -4; j <= 4; j++) color += texture2D(u_Tex0, v_TexCoord + vec2(i, j)*0.003) * 0.008; gl_FragColor = color; }