#version 330 core in vec2 UV; out vec3 color; uniform vec2 offset; uniform sampler2D inTex; void main() { color = vec3(0.0); color += (5.0/16.0) * texture(inTex, UV - offset).rgb; color += (6.0/16.0) * texture(inTex, UV).rgb; color += (5.0/16.0) * texture(inTex, UV + offset).rgb; }