uniform sampler2D texUnit; uniform vec2 offsets[16]; uniform vec4 kernel[16]; void main(void) { vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0]; for (int i = 1; i < 16; i++) { sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i]; sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i]; } gl_FragColor = sum; }