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;
}