VERTEX
//uniform float blur_range;
void main()
{
float blur_range = 0.005;
	float c = 0.707 * blur_range;
	gl_Position = ftransform(); 
	
	gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(c,c,0.0,0.0);
	gl_TexCoord[1] = gl_MultiTexCoord0 + vec4(-c,c,0.0,0.0);
	gl_TexCoord[2] = gl_MultiTexCoord0 + vec4(-c,-c,0.0,0.0);
	gl_TexCoord[3] = gl_MultiTexCoord0 + vec4(c,-c,0.0,0.0);
	gl_TexCoord[4] = gl_MultiTexCoord0 + vec4(0.0,-blur_range,0.0,0.0);
	gl_TexCoord[5] = gl_MultiTexCoord0 + vec4(0.0,blur_range,0.0,0.0);
	gl_TexCoord[6] = gl_MultiTexCoord0 + vec4(blur_range,0.0,0.0,0.0);
	gl_TexCoord[7] = gl_MultiTexCoord0 + vec4(-blur_range,0.0,0.0,0.0);
}
PIXEL
uniform sampler2D tex;
void main()
{
	gl_FragColor =  0.125 * (texture2D(tex,gl_TexCoord[0].st) + texture2D(tex,gl_TexCoord[1].st) + texture2D(tex,gl_TexCoord[2].st) + texture2D(tex,gl_TexCoord[3].st)+ texture2D(tex,gl_TexCoord[4].st) + 
		texture2D(tex,gl_TexCoord[5].st) + texture2D(tex,gl_TexCoord[6].st) + texture2D(tex,gl_TexCoord[7].st));
}
