text: export default /* glsl */`
  #define SHADER_NAME Dilate
  
  varying vec2 vUv0;
  
  uniform sampler2D source;
  uniform vec2 pixelOffset;
  
  void main(void) {
      vec4 c = texture2D(source, vUv0);
      c = c.a>0.0? c : texture2D(source, vUv0 - pixelOffset);
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(0, -pixelOffset.y));
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(pixelOffset.x, -pixelOffset.y));
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(-pixelOffset.x, 0));
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(pixelOffset.x, 0));
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(-pixelOffset.x, pixelOffset.y));
      c = c.a>0.0? c : texture2D(source, vUv0 + vec2(0, pixelOffset.y));
      c = c.a>0.0? c : texture2D(source, vUv0 + pixelOffset);
      gl_FragColor = c;
  }
  `;
  