uniform sampler2D inRTT; uniform vec2 texelSize; varying vec2 uv; void main(void) { vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); // Get colour from source accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0)); // take average of 9 samples accum *= 0.1111111111111111; gl_FragColor = accum; }