SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { vec4 a = texture(samp9, uv0+resolution.zw); vec4 b = texture(samp9, uv0-resolution.zw); ocol0 = ( a*a*1.3 - b ) * 8.0; }