#ifdef GL_ES precision highp float; #endif // Samplers varying vec2 vUV; uniform sampler2D textureSampler; // Parameters uniform vec2 screenSize; void main(void) { vec4 colorDepth = vec4(0.0); for (int x = -OFFSET; x <= OFFSET; x++) for (int y = -OFFSET; y <= OFFSET; y++) colorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize); gl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1))); }