uniform float pixel_size;
varying vec2 v_texCoord;
uniform sampler2D u_texture;  // Texture that will be blurred by this shader

void main(){

	vec4 sum = vec4(0.0);
	
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 2.0*pixel_size)) * 0.1f;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - pixel_size)) * 0.15f;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y)) * 0.5f;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + pixel_size)) * 0.15f;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 2.0*pixel_size)) * 0.1f;

	if(sum.a > 0.25) sum.a = 0.25;
	
	gl_FragColor = sum;

}