#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect osgOcean_ColorTexture; const vec2 s1 = vec2(-1, 1); const vec2 s2 = vec2( 1, 1); const vec2 s3 = vec2( 1,-1); const vec2 s4 = vec2(-1,-1); void main( void ) { vec2 texCoordSample = vec2(0.0); texCoordSample = gl_TexCoord[0].st + s1; vec4 color = texture2DRect(osgOcean_ColorTexture, texCoordSample); texCoordSample = gl_TexCoord[0].st + s2; color += texture2DRect(osgOcean_ColorTexture, texCoordSample); texCoordSample = gl_TexCoord[0].st + s3; color += texture2DRect(osgOcean_ColorTexture, texCoordSample); texCoordSample = gl_TexCoord[0].st + s4; color += texture2DRect(osgOcean_ColorTexture, texCoordSample); gl_FragColor = color * 0.25; }