#version 120 uniform sampler2D texture1; float weight[4] = float[] (0.24609375, 0.205078125, 0.1171875, 0.0439453125); void main() { vec2 uv = gl_TexCoord[0].xy; vec3 col = texture2D(texture1, uv).rgb; float texel = 1.0 / 128; if (true) { col *= weight[0]; for (int i = 1; i < 4; i++) { vec2 offset = vec2(texel * float(i), 0.0); col += texture2D(texture1, uv + offset).rgb * weight[i]; col += texture2D(texture1, uv - offset).rgb * weight[i]; } } gl_FragColor = vec4(col, 1.0); }