[[vertex]] uniform mat4 mvp; in vec4 pos; in vec2 uvs; out vec2 uv; void main() { gl_Position = mvp * vec4(pos.xy, 0.0, 1.0); uv = uvs; } [[fragment]] uniform sampler2D tex_bg; in highp vec2 uv; out highp vec4 frag; void main() { highp vec4 bg = texture(tex_bg, uv); if (bg.a == 0.0) { highp vec4 sum = vec4(0.0); for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { highp vec4 c = textureOffset(tex_bg, uv, ivec2(x, y)); sum += vec4(c.rgb * c.a, c.a); } } frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg; } else { frag = bg; } }