1 varying mediump vec2 vTexCoord;
2 uniform sampler2D sTexture;
3 uniform lowp vec4 uColor;
4 uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];
5 uniform mediump float uSampleWeights[NUM_SAMPLES];
9 mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];
10 for (int i=1; i<NUM_SAMPLES; ++i)
12 col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];