uniform sampler2D texture; uniform float offset; void main() { vec2 offx = vec2(offset, 0.0); vec2 offy = vec2(0.0, offset); vec4 c0 = texture2D(texture, gl_TexCoord[0].xy); vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy); vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy); vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx); vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx); gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2); }