uniform sampler2D tex0; uniform vec4 u_blurcolor; FSIN vec4 v_color; FSIN vec2 v_tex0; FSIN float v_fog; void main(void) { float a = u_blurcolor.a; vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 prev = dst; for(int i = 0; i < 5; i++){ vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a; prev = clamp(tmp, 0.0, 1.0); } vec4 color; color.rgb = prev.rgb; color.a = 1.0; FRAGCOLOR(color); }