uniform lowp sampler2D u_texture; varying vec2 v_texCoords0; varying vec2 v_texCoords1; varying vec2 v_texCoords2; varying vec2 v_texCoords3; varying vec2 v_texCoords4; const float center = 0.2270270270; const float close = 0.3162162162; const float far = 0.0702702703; void main(){ gl_FragColor = far * texture2D(u_texture, v_texCoords0) + close * texture2D(u_texture, v_texCoords1) + center * texture2D(u_texture, v_texCoords2) + close * texture2D(u_texture, v_texCoords3) + far * texture2D(u_texture, v_texCoords4); }