#ifdef GL_ES #define LOWP lowp #define MED mediump precision lowp float; #else #define LOWP #define MED #endif uniform sampler2D u_texture; varying MED vec2 v_texCoords0; varying MED vec2 v_texCoords1; varying MED vec2 v_texCoords2; varying MED vec2 v_texCoords3; varying MED vec2 v_texCoords4; const float center = 0.2270270270; const float close = 0.3162162162; const float far = 0.0702702703; void main() { gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb + close * texture2D(u_texture, v_texCoords1).rgb + center * texture2D(u_texture, v_texCoords2).rgb + close * texture2D(u_texture, v_texCoords3).rgb + far * texture2D(u_texture, v_texCoords4).rgb; }