uniform sampler2D samp9;

out vec4 ocol0;
in vec2 uv0;

uniform vec4 resolution;

void main()
{
  vec4 a = texture(samp9, uv0+resolution.zw);
  vec4 b = texture(samp9, uv0-resolution.zw);
  ocol0 = ( a*a*1.3 - b )*8;
}