uniform float u_Time;uniform sampler2D u_Tex0;varying vec2 v_TexCoord;void main(){ vec4 color = texture2D(u_Tex0, v_TexCoord); for(int i = -4 ;i <= 4; i++) for(int j = -4; j <= 4; j++) color += texture2D(u_Tex0, v_TexCoord + vec2(i, j)*0.003) * 0.008; gl_FragColor = color;}