uniform float intensity = 0.003f; uniform float angle = 0.0f; void main() { vec2 uv = TEXCOORD.st; vec2 offset = intensity * vec2( cos(angle), sin(angle) ); vec4 color = texture( iChannel0, uv); color.r = texture( iChannel0, uv + offset ).x; color.b = texture( iChannel0, uv - offset ).z; FRAGCOLOR = color; }