uniform sampler2D samp0; void main() { vec4 sum=vec4(0); vec2 texcoord=vec2(gl_TexCoord[0]); //int j=0,i=0; /*for (i=-5; i<5; i++) { for (j=-5; j<5; j++) sum+=texture2D(samp0,texcoord+vec2(j,i)*0.004)*0.25; }*/ sum+=texture2D(samp0,texcoord+vec2(-3,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-3, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-2, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2(-1, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 0, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 1, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 2, 3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3,-3)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3,-2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3,-1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3, 0)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3, 1)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3, 2)*0.004)*0.25; sum+=texture2D(samp0,texcoord+vec2( 3, 3)*0.004)*0.25; if (texture2D(samp0,texcoord).r<0.3) gl_FragColor=sum*sum*0.009+texture2D(samp0,texcoord); else if (texture2D(samp0,texcoord).r<0.5) gl_FragColor=sum*sum*0.004+texture2D(samp0,texcoord); else gl_FragColor=sum*sum*0.003+texture2D(samp0,texcoord); }