uniform sampler2D texture; uniform float offset; void main() { vec2 offx = vec2(offset, 0.0); vec2 offy = vec2(0.0, offset); vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1 + texture2D(texture, gl_TexCoord[0].xy - offx) * 2 + texture2D(texture, gl_TexCoord[0].xy + offx) * 2 + texture2D(texture, gl_TexCoord[0].xy - offy) * 2 + texture2D(texture, gl_TexCoord[0].xy + offy) * 2 + texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1 + texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1 + texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1 + texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1; gl_FragColor = gl_Color * (pixel / 13.0); }