#ifdef GL_ES precision lowp sampler2DRect; precision mediump float; varying vec2 vTexCoord; vec4 fragColor; #else in vec2 vTexCoord; out vec4 fragColor; #endif uniform sampler2DRect incoming; void main() { vec4 b = texture(incoming, vec2(vTexCoord.s, vTexCoord.t - 1)) + texture(incoming, vec2(vTexCoord.s, vTexCoord.t + 1)); vec4 c = texture(incoming, vTexCoord.st); fragColor = max(b * 0.5, c); #ifdef GL_ES gl_FragColor = fragColor; #endif }