#ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 vColor; varying vec2 vTexCoord; uniform sampler2D u_texture; void main() { vec4 sum = vec4(0); vec2 texcoord = vTexCoord; int j; int i; for (i = -4; i < 4; i++) { for (j = -3; j < 3; j++) { sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25; } } if (texture2D(u_texture, texcoord).r * vColor.r < 0.3) { gl_FragColor = vec4(sum * sum * 0.012 + texture2D(u_texture, texcoord)) * vColor; } else { if (texture2D(u_texture, texcoord).r * vColor.r < 0.5) { gl_FragColor = vec4( sum * sum * 0.009 + texture2D(u_texture, texcoord)) * vColor; } else { gl_FragColor = vec4( sum * sum * 0.0075 + texture2D(u_texture, texcoord)) * vColor; } } }