2 varying mediump vec2 vTexCoord;
3 uniform sampler2D sTexture;
5 uniform vec2 uTexScale;
9 vec4 color = texture2D( sTexture, vTexCoord);
10 for( int i = 1; i <= uSpread; ++i )
12 vec2 offset = uTexScale * float(i);
13 color = max( texture2D( sTexture, vTexCoord + offset), color );
14 color = max( texture2D( sTexture, vTexCoord - offset), color );