uniform sampler2D RT; varying vec2 oUv0; void main() { vec4 Color; Color.a = 1.0; Color.rgb = vec3(0.5); Color -= texture2D( RT, oUv0 - 0.001)*2.0; Color += texture2D( RT, oUv0 + 0.001)*2.0; Color.rgb = vec3((Color.r+Color.g+Color.b)/3.0); gl_FragColor = Color; }