mediump vec4 blur(sampler2D t, mediump vec2 uv) { mediump vec4 sum = texture(t, uv); sum += textureOffset(t, uv, ivec2(-1, -1)); sum += textureOffset(t, uv, ivec2(-1, 0)); sum += textureOffset(t, uv, ivec2(-1, 1)); sum += textureOffset(t, uv, ivec2( 0, -1)); sum += textureOffset(t, uv, ivec2( 0, 1)); sum += textureOffset(t, uv, ivec2( 1, -1)); sum += textureOffset(t, uv, ivec2( 1, 0)); sum += textureOffset(t, uv, ivec2( 1, 1)); return sum / vec4(9.0); }