uniform vec4 invSMSize; uniform sampler2D map; void main() { vec3 sample = vec3(0.0, 0.0, 0.0); float radius = 9.0; for (float x = -radius; x <= radius; x += 1.0) { for (float y = -radius; y <= radius; y += 1.0) { sample += texture2D(map, vec2(gl_TexCoord[0].x + x * invSMSize.x, gl_TexCoord[0].y + y * invSMSize.y)).rgb; } } //gl_FragColor = vec4(sample / ((radius * 2.0 + 1.0) * (radius * 2.0 + 1.0)), 1.0); gl_FragColor = vec4(1.0,0.0,0.0,1.0); }