#version 330 core in vec2 UV; out vec4 color; uniform vec2 offset; uniform sampler2D inTex; void main() { vec3 mval = vec3(0.0); mval += (5.0/16.0) * texture(inTex, UV - offset).rgb; mval += (6.0/16.0) * texture(inTex, UV).rgb; mval += (5.0/16.0) * texture(inTex, UV + offset).rgb; color = vec4(mval, 1.0); }