precision lowp float; varying vec2 vTextureCoord; varying vec2 vBlurTexCoords[3]; varying vec4 vColor; uniform sampler2D uSampler; void main(void) { gl_FragColor = vec4(0.0); gl_FragColor += texture2D(uSampler, vTextureCoord ) * 0.3989422804014327; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 0]) * 0.2419707245191454; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 1]) * 0.05399096651318985; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 2]) * 0.004431848411938341; }