uniform sampler2D texUnit; uniform vec2 offsets[16]; uniform vec4 kernel[16]; varying vec2 varyingTexCoords; void main(void) { vec4 sum = texture2D(texUnit, varyingTexCoords.st) * kernel[0]; for (int i = 1; i < 16; i++) { sum += texture2D(texUnit, varyingTexCoords.st - offsets[i]) * kernel[i]; sum += texture2D(texUnit, varyingTexCoords.st + offsets[i]) * kernel[i]; } gl_FragColor = sum; }