precision lowp float; varying vec2 vTextureCoord; varying vec2 vBlurTexCoords[6]; varying vec4 vColor; uniform vec3 color; uniform float alpha; uniform sampler2D uSampler; void main(void) { vec4 sum = vec4(0.0); sum += texture2D(uSampler, vBlurTexCoords[ 0])*0.004431848411938341; sum += texture2D(uSampler, vBlurTexCoords[ 1])*0.05399096651318985; sum += texture2D(uSampler, vBlurTexCoords[ 2])*0.2419707245191454; sum += texture2D(uSampler, vTextureCoord )*0.3989422804014327; sum += texture2D(uSampler, vBlurTexCoords[ 3])*0.2419707245191454; sum += texture2D(uSampler, vBlurTexCoords[ 4])*0.05399096651318985; sum += texture2D(uSampler, vBlurTexCoords[ 5])*0.004431848411938341; gl_FragColor = vec4( color.rgb * sum.a * alpha, sum.a * alpha ); }