varying vec2 v_TexCoord[4]; uniform sampler2D g_Texture0; void main() { vec3 albedo = texSample2D(g_Texture0, v_TexCoord[0]).rgb + texSample2D(g_Texture0, v_TexCoord[1]).rgb + texSample2D(g_Texture0, v_TexCoord[2]).rgb + texSample2D(g_Texture0, v_TexCoord[3]).rgb; albedo *= 0.25; gl_FragColor = vec4(pow(albedo, 1/2.2), 1.0); }