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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D uDiffuse;
//uniform float uAlpha;

uniform float uDx1;
uniform float uDx2;
uniform float uDy1;
uniform float uDy2;

varying vec4 vColor;
varying vec2 vTexCoord;

void main()
{       
//      vec2 coord = vec2(floor(vTexCoord.x*32)/32, floor(vTexCoord.y*32)/32);

        vec4 result = texture2D(uDiffuse, vTexCoord.xy);
        vec4 result1 = texture2D(uDiffuse, vTexCoord.xy + vec2(uDx1, uDy1));
        vec4 result2 = texture2D(uDiffuse, vTexCoord.xy + vec2(uDx2, uDy2));
        
        vec4 color = (result * 0.5 + result1 * 0.25 + result2 * 0.25);
        
        float s = (color.r + color.g +color.b) / 3.0;
        color.r = s;
        color.g = s;
        color.b = s;
        gl_FragColor = color;
}