#version 300 es precision highp float; in vec2 v_texcoord; uniform sampler2D tex; out vec4 fragColor; void main() { float offset = 0.004; float r = texture(tex, v_texcoord + vec2( offset, 0.0)).r; float g = texture(tex, v_texcoord ).g; float b = texture(tex, v_texcoord - vec2( offset, 0.0)).b; float a = texture(tex, v_texcoord).a; fragColor = vec4(r, g, b, a); }