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varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main() { //1 2 1 //2 4 2 //1 2 1 vec4 color = vec4(0.0); int coreSize = 3;
float texelOffset = 1/150.0; float kernel[9];
kernel[6]=0;kernel[7]=1;kernel[8]=0; kernel[3]=1;kernel[4]=-4;kernel[5]=1; kernel[0]=0;kernel[1]=1;kernel[2]=0;
int index = 0;
for(int y=0; y<coreSize; y++){ for(int x=0; x<coreSize; x++){ vec4 currentColor = texture2D(U_MainTexture, V_Texcoord+vec2((-1+x)*texelOffset, (-1+y)*texelOffset)); color += currentColor*kernel[index++]; } } gl_FragColor=4.0*color+texture2D(U_MainTexture,V_Texcoord); }
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