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#ifdef GL_ESprecision mediump float;#endifuniform 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;}