#ifdef FRAGMENT
#version 300 es
precision mediump float;
precision highp int;

uniform highp sampler2D SpriteTextureSampler;

in highp vec4 v_Color;
in highp vec2 v_TextureCoordinate;
in highp vec4 v_ShaderData;
layout(location = 0) out highp vec4 entryPointParam_psMain;

void main()
{
    entryPointParam_psMain = ((((((((((texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(-1.0) * v_ShaderData.xy)) + (texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(0.0, -1.0) * v_ShaderData.xy)) * 2.0)) + texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(1.0, -1.0) * v_ShaderData.xy))) + (texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(-1.0, 0.0) * v_ShaderData.xy)) * 2.0)) + (texture(SpriteTextureSampler, v_TextureCoordinate) * 4.0)) + (texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(1.0, 0.0) * v_ShaderData.xy)) * 2.0)) + texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(-1.0, 1.0) * v_ShaderData.xy))) + (texture(SpriteTextureSampler, v_TextureCoordinate + (vec2(0.0, 1.0) * v_ShaderData.xy)) * 2.0)) + texture(SpriteTextureSampler, v_TextureCoordinate + v_ShaderData.xy)) * 0.0625) * v_ShaderData.w) * v_Color;
}

#endif
