uniform sampler2D u_image; varying vec2 v_coords[3]; void main() { vec4 sum = vec4(0.0); sum += texture2D(u_image, v_coords[0]) * 0.40261994689424746; sum += texture2D(u_image, v_coords[1]) * 0.2986900265528763; sum += texture2D(u_image, v_coords[2]) * 0.2986900265528763; gl_FragColor = sum; }