uniform sampler2D v_texture; in vec2 v_texCoord; in vec2 v_blurCoord[2]; out vec4 fragColor; void main() { lowp vec4 frag = vec4(0, 0, 0, 0); frag += texture(v_texture, v_texCoord); frag += texture(v_texture, v_blurCoord[0]); frag += texture(v_texture, v_blurCoord[1]); fragColor = frag / 3.0; }