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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 = 1/100.0;
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 = 1.2*color+texture2D(U_MainTexture,V_Texcoord);
}