#version 300 es precision highp float; in vec2 v_texcoord; uniform sampler2D tex; out vec4 fragColor; void main() { float o = 0.002; vec4 c = texture(tex, v_texcoord) * 5.0; c -= texture(tex, v_texcoord + vec2( 0, -o)); c -= texture(tex, v_texcoord + vec2(-o, 0)); c -= texture(tex, v_texcoord + vec2( o, 0)); c -= texture(tex, v_texcoord + vec2( 0, o)); fragColor = clamp(c, 0.0, 1.0); }