#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
//模糊blur的步长,这里只是demo,正式使用由外部传入(uniform类型)
const vec2 step = vec2(0.003, 0.002);
void main(void)
{
//获得当前点的颜色
vec3 color = texture2D(u_texture, v_texCoord).rgb;
//该权值用于自身对结果的影响
float weight = 30.0;
//加入alpha权重,alpha越大,权值assess越小
float assess = pow(texture2D(u_texture, v_texCoord).a,......
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