precision mediump float; varying vec2 vTextureCoord; varying vec2 vBlurTexCoords[15]; uniform sampler2D uSampler; void main(void) { gl_FragColor = vec4(0.0); gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 0]) * 0.000489; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 1]) * 0.002403; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 2]) * 0.009246; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 3]) * 0.02784; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 4]) * 0.065602; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 5]) * 0.120999; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 6]) * 0.174697; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 7]) * 0.197448; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 8]) * 0.174697; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 9]) * 0.120999; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 10]) * 0.065602; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 11]) * 0.02784; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 12]) * 0.009246; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 13]) * 0.002403; gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 14]) * 0.000489; }