uniform sampler2D u_texture; uniform vec2 vTexCoord; 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 < 0.3) { gl_FragColor = sum*sum*0.012 + texture2D(u_texture, texcoord); } else { if (texture2D(u_texture, texcoord).r < 0.5) { gl_FragColor = sum*sum*0.009 + texture2D(u_texture, texcoord); } else { gl_FragColor = sum*sum*0.0075 + texture2D(u_texture, texcoord); } } }