uniform sampler2D texture; varying vec2 v_texCoord; varying vec2 v_blurCoord[2]; void main() { lowp vec4 frag = vec4(0, 0, 0, 0); frag += texture2D(texture, v_texCoord); frag += texture2D(texture, v_blurCoord[0]); frag += texture2D(texture, v_blurCoord[1]); gl_FragColor = frag / 3.0; }