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void MAIN()
{
vec4 origColor = texture(INPUT, INPUT_UV);
float step_w = amount;
float step_h = amount;
vec4 t1 = texture(INPUT, vec2(INPUT_UV.x - step_w, INPUT_UV.y + step_h * FRAMEBUFFER_Y_UP));
vec4 t2 = texture(INPUT, vec2(INPUT_UV.x, INPUT_UV.y + step_h * FRAMEBUFFER_Y_UP));
vec4 t3 = texture(INPUT, vec2(INPUT_UV.x - step_w, INPUT_UV.y));
vec4 t4 = texture(INPUT, INPUT_UV);
vec3 rr = -4.0 * t1.rgb - 4.0 * t2.rgb - 4.0 * t3.rgb + 12.0 * t4.rgb;
float y = (rr.r + rr.g + rr.b) / 3.0;
vec4 result = vec4(vec3(y, y, y) + 0.3, origColor.a);
FRAGCOLOR = result;
}