precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform float strength;
uniform vec4 filterArea;
void main(void)
{
vec2 onePixel = vec2(1.0 / filterArea);
vec4 color;
color.rgb = vec3(0.5);
color -= texture2D(uSampler, vTextureCoord - onePixel) * strength;
color += texture2D(uSampler, vTextureCoord + onePixel) * strength;
color.rgb = vec3((color.r + color.g + color.b) / 3.0);
float alpha = texture2D(uSampler, vTextureCoord).a;
gl_FragColor = vec4(color.rgb * alpha, alpha);
}