varying mediump vec2 vTexCoord; uniform sampler2D sTexture; uniform lowp vec4 uColor; uniform mediump vec2 uSampleOffsets[NUM_SAMPLES]; uniform mediump float uSampleWeights[NUM_SAMPLES]; void main() { mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0]; for (int i=1; i