#ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; varying vec4 vertexWorldPos; uniform vec4 backColor; uniform float width; uniform float height; void main() { vec2 tex; vec4 color2=vec4(0.0,0.0,0.0,0); float stepx=(1.0/width)*4.0; float stepy=(1.0/height)*4.0; vec4 color; tex.x=v_texCoords.x+stepx; tex.y=v_texCoords.y+stepy; color=v_color * texture2D(u_texture, tex); color2.r+=color.r; color2.g+=color.g; color2.b+=color.b; color2.a+=color.a; tex.x=v_texCoords.x-stepx; tex.y=v_texCoords.y+stepy; color=v_color * texture2D(u_texture, tex); color2.r+=color.r; color2.g+=color.g; color2.b+=color.b; color2.a+=color.a; tex.x=v_texCoords.x-stepx; tex.y=v_texCoords.y-stepy; color=v_color * texture2D(u_texture, tex); color2.r+=color.r; color2.g+=color.g; color2.b+=color.b; color2.a+=color.a; tex.x=v_texCoords.x+stepx; tex.y=v_texCoords.y-stepy; color=v_color * texture2D(u_texture, tex); color2.r+=color.r; color2.g+=color.g; color2.b+=color.b; color2.a+=color.a; tex.x=v_texCoords.x; tex.y=v_texCoords.y; color=v_color * texture2D(u_texture, tex); color2.r+=color.r; color2.g+=color.g; color2.b+=color.b; color2.a+=color.a; color2.r/=5.0; color2.g/=5.0; color2.b/=5.0; color2.a/=5.0; gl_FragColor = color2; }