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));

	 //sum += texture2D(u_texture, vec2(v_texCoord.x - 2.0*pixel_size, v_texCoord.y)) * 0.1f * blur_strenght;
	 //sum += texture2D(u_texture, vec2(v_texCoord.x - pixel_size, v_texCoord.y)) * 0.25f;
	 //sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y)) * 0.5f;
	// sum += texture2D(u_texture, vec2(v_texCoord.x + pixel_size, v_texCoord.y)) * 0.25f;
	//sum += texture2D(u_texture, vec2(v_texCoord.x + 2.0*pixel_size, v_texCoord.y)) * 0.1f * blur_strenght;

	//if(sum.a > 0.5) sum.a = 0.5f;

	
	gl_FragColor = sum;

}