#version 150 out vec3 a_color; noperspective in vec2 v_texCoords; uniform sampler2D u_texture; uniform int u_mip; void main () { vec2 tmpvar_1; tmpvar_1 = (1.0/(vec2(textureSize (u_texture, u_mip)))); float tmpvar_2; tmpvar_2 = float(u_mip); a_color = textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(-1.0, 1.0))), tmpvar_2).xyz; a_color = (a_color + (textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(0.0, 1.0)) ), tmpvar_2).xyz * 2.0)); a_color = (a_color + textureLod (u_texture, (v_texCoords + tmpvar_1), tmpvar_2).xyz); a_color = (a_color + (textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(-1.0, 0.0)) ), tmpvar_2).xyz * 2.0)); a_color = (a_color + (textureLod (u_texture, v_texCoords, tmpvar_2).xyz * 4.0)); a_color = (a_color + (textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(1.0, 0.0)) ), tmpvar_2).xyz * 2.0)); a_color = (a_color + textureLod (u_texture, (v_texCoords - tmpvar_1), tmpvar_2).xyz); a_color = (a_color + (textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(0.0, -1.0)) ), tmpvar_2).xyz * 2.0)); a_color = (a_color + textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(1.0, -1.0))), tmpvar_2).xyz); a_color = (a_color / 16.0); }