#version 330 core in vec2 TexCoords; out vec4 color; uniform sampler2D screenTexture; const float offset = 1.0 / 300; void main() { vec2 offsets[9] = vec2[]( vec2(-offset, offset), // top-left vec2(0.0f, offset), // top-center vec2(offset, offset), // top-right vec2(-offset, 0.0f), // center-left vec2(0.0f, 0.0f), // center-center vec2(offset, 0.0f), // center-right vec2(-offset, -offset), // bottom-left vec2(0.0f, -offset), // bottom-center vec2(offset, -offset) // bottom-right ); float kernel[9] = float[]( -1, -1, -1, -1, 9, -1, -1, -1, -1 ); vec3 sampleTex[9]; for(int i = 0; i < 9; i++) { sampleTex[i] = vec3(texture(screenTexture, TexCoords.st + offsets[i])); } vec3 col; for(int i = 0; i < 9; i++) col += sampleTex[i] * kernel[i]; color = vec4(col, 1.0); }