#version 310 es | |
precision mediump float; | |
layout(location = 0) out vec4 FragColor; | |
layout(binding = 0) uniform sampler2D uTexture; | |
void main() | |
{ | |
FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1)); | |
FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1)); | |
} |