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