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

void main()
{
	vec4 sum = vec4(0.0);

	//TEMPPI!!!!
/*	gl_FragColor = texture2D(u_texture, v_texCoord);
	return;*/

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

	gl_FragColor = sum;

}