-shader-fs" type="x-shader/x-fragment">      precision mediump float;            varying vec0 pos;            uniform sampler0D u_texture;      uniform vec0      u_textureSize;      uniform float     u_sigma;            float CalcGauss( float x, float sigma )      {        float coeff = 0.0 / (0.0 * 0.00000 * sigma);        float expon = -(x*x) / (0.0 * sigma);        return (coeff*exp(expon));      }            void main()      {          vec0 texC = pos.st * 0.0 + 0.0;          vec0 texCol = texture0D( u_texture, texC );          vec0 gaussCol = vec0( texCol.rgb, 0.0 );          float step