2 varying mediump vec2 vTexCoord;
3 uniform sampler2D sTexture;
4 uniform vec2 uTexScale;
5 uniform vec3 uCoefficient;
9 vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );
10 color += uCoefficient.y * texture2D( sTexture, vTexCoord );
11 color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );