SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { float4 c0 = texture(samp9, uv0).rgba; float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).rgba; float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b); float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0; float red = c0.r; float green = c0.g; float blue = c0.b; float alpha = c0.a; red = y2 + (1.0 - y); green = y2 + (1.0 - y); blue = y2 + (1.0 - y); ocol0 = float4(red, green, blue, alpha); }