uniform sampler2D inRTT; uniform vec2 texelSize; varying vec2 uv; void main(void) { vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); vec4 LUMINENCE_FACTOR = vec4(0.27, 0.67, 0.06, 0.0); // Get colour from source accum += texture2D(inRTT, uv + texelSize * vec2(-0.5, -0.5)); accum += texture2D(inRTT, uv + texelSize * vec2(-0.5, 0.5)); accum += texture2D(inRTT, uv + texelSize * vec2(0.5, 0.5)); accum += texture2D(inRTT, uv + texelSize * vec2(0.5, -0.5)); // Adjust the accumulated amount by lum factor float lum = dot(accum, LUMINENCE_FACTOR); // take average of 4 samples lum *= 0.25; gl_FragColor = vec4(lum, lum, lum, 1.0); }