SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { float4 c0 = texture(samp9, uv0); float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw); ocol0 = c0 - c1; }