uniform sampler2D tex; uniform sampler2D oldtex; uniform vec2 pixel; uniform vec2 multi; uniform int size; out vec4 FragColor; void main() { float res = 0.0; vec2 tc = gl_TexCoord[0].xy; // tc.y = 1.0 - tc.y; tc *= multi; for (int i = 0; i < size; i++) { float col = texture(tex, tc).x; res = max(col, res); tc += pixel; } float old = texture(oldtex, gl_TexCoord[0].xy).x; FragColor = vec4(mix(old, res, 0.7)); }