    vec3 cp1 = gl_FragData[0].rgb;
    vec2 orig = deoriginate(texCoords);
    vec3 cp2 = texture2D(tex0, originate(orig * 0.98)).rgb;
    vec3 cp3 = texture2D(tex0, originate(orig * 0.96)).rgb;
    vec3 cp4 = texture2D(tex0, originate(orig * 0.94)).rgb;
    gl_FragData[0] = vec4((cp1 + cp2 + cp3 + cp4) / 4.0, 1.0);