#version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D uTexture; layout(location = 0) out vec4 FragColor; void main() { FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1)); FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1)); }