// precision mediump float; uniform sampler2D s_texture; varying vec2 v_texCoord; varying vec2 v_blurTexCoords[14]; void main() { gl_FragColor = vec4(0.0); gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 0])*0.0044299121055113265; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 1])*0.00895781211794; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 2])*0.0215963866053; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 3])*0.0443683338718; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 4])*0.0776744219933; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 5])*0.115876621105; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 6])*0.147308056121; gl_FragColor += texture2D(s_texture, v_texCoord )*0.159576912161; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 7])*0.147308056121; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 8])*0.115876621105; gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 9])*0.0776744219933; gl_FragColor += texture2D(s_texture, v_blurTexCoords[10])*0.0443683338718; gl_FragColor += texture2D(s_texture, v_blurTexCoords[11])*0.0215963866053; gl_FragColor += texture2D(s_texture, v_blurTexCoords[12])*0.00895781211794; gl_FragColor += texture2D(s_texture, v_blurTexCoords[13])*0.0044299121055113265; }