uniform float pixel_size;
varying vec2 v_texCoord;
uniform sampler2D u_texture;


void main(){

	vec4 sum = vec4(0.0);
	
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 6.0*pixel_size)) * 0.045;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 5.0*pixel_size)) * 0.065;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 4.0*pixel_size)) * 0.08;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 3.0*pixel_size)) * 0.09;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 2.0*pixel_size)) * 0.12;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - pixel_size)) * 0.15;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y)) * 0.16;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + pixel_size)) * 0.15;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 2.0*pixel_size)) * 0.12;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 3.0*pixel_size)) * 0.09;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 4.0*pixel_size)) * 0.08;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 5.0*pixel_size)) * 0.065;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 6.0*pixel_size)) * 0.045;

	//Amplify glow effect
	//sum *= 1.15f;
	
	gl_FragColor = sum;
}