void main() { vec2 coord = TexCoord; vec4 res = texture(InputTexture,coord); vec2 bresl = textureSize(InputTexture,0); vec2 bof = (1.0/bresl)*bssshiftradius; res.g = texture(InputTexture,coord).g; res.r = texture(InputTexture,coord+vec2(0,-bof.y)).r; res.b = texture(InputTexture,coord+vec2(0,bof.y)).b; FragColor = res; }