2 varying mediump vec2 vTexCoord;
3 uniform sampler2D sTexture;
4 uniform vec2 uSampleOffsets[NUM_SAMPLES];
5 uniform float uSampleWeights[NUM_SAMPLES];
9 vec4 color = vec4(0.0);
10 for( int i = 0; i < NUM_SAMPLES; ++i )
12 color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];