in vec2 f_coords; layout(location = 0) out vec4 out_color; #texture (color_tex, 0, RGB) uniform sampler2D iChannel0; void main() { float amount = 0.001; vec2 uv = f_coords; vec3 col; col.r = texture( iChannel0, vec2(uv.x+amount,uv.y) ).r; col.g = texture( iChannel0, uv ).g; col.b = texture( iChannel0, vec2(uv.x-amount,uv.y) ).b; col *= (1.0 - amount * 0.5); out_color = vec4(col,1.0); }