#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)))); vec2 tmpvar_2; tmpvar_2 = (tmpvar_1 * 2.0); float tmpvar_3; tmpvar_3 = float(u_mip); vec4 tmpvar_4; tmpvar_4 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(0.0, 1.0))), tmpvar_3); vec4 tmpvar_5; tmpvar_5 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(-1.0, 0.0))), tmpvar_3); vec4 tmpvar_6; tmpvar_6 = textureLod (u_texture, v_texCoords, tmpvar_3); vec4 tmpvar_7; tmpvar_7 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(1.0, 0.0))), tmpvar_3); vec4 tmpvar_8; tmpvar_8 = textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(0.0, -1.0))), tmpvar_3); a_color = ((( ((0.125 * ((textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(-1.0, 1.0))) , tmpvar_3).xyz + textureLod (u_texture, (v_texCoords + tmpvar_1) , tmpvar_3).xyz) + (textureLod (u_texture, (v_texCoords + (tmpvar_1 * vec2(1.0, -1.0))) , tmpvar_3).xyz + textureLod (u_texture, (v_texCoords - tmpvar_1) , tmpvar_3).xyz))) + (0.03125 * ((textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(-1.0, 1.0))) , tmpvar_3).xyz + tmpvar_4.xyz) + (tmpvar_5.xyz + tmpvar_6.xyz)))) + (0.03125 * ((textureLod (u_texture, (v_texCoords + tmpvar_2), tmpvar_3).xyz + tmpvar_4.xyz) + (tmpvar_7.xyz + tmpvar_6.xyz))) ) + (0.03125 * ((textureLod (u_texture, (v_texCoords - tmpvar_2), tmpvar_3).xyz + tmpvar_8.xyz) + (tmpvar_5.xyz + tmpvar_6.xyz)) )) + (0.03125 * ( (textureLod (u_texture, (v_texCoords + (tmpvar_2 * vec2(1.0, -1.0))), tmpvar_3).xyz + tmpvar_8.xyz) + (tmpvar_7.xyz + tmpvar_6.xyz) ))); }