uniform sampler2D bgl_RenderedTexture; void main() { vec4 sum = vec4(0); vec2 texcoord = vec2(gl_TexCoord[0]).st; int j; int i; for( i= -5 ;i < 5; i++) { for (j = -5; j < 5; j++) { sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.0045) * 0.32; } } gl_FragColor = sum*sum*0.0015+texture2D(bgl_RenderedTexture, texcoord); }