VERTEX
//uniform float blur_range;
uniform float uvx, uvy;
void main()
{
float blur_range = 0.005;
		
	gl_TexCoord[0] = gl_MultiTexCoord0 ;

	gl_Position = ftransform(); 

}
PIXEL
uniform sampler2D tex, tex1;
void main()
{
	gl_FragColor =  0.2 * (texture2D(tex,gl_TexCoord[0].st)
 + texture2D(tex,gl_TexCoord[0].st+ vec2(0,0.005))
 + texture2D(tex,gl_TexCoord[0].st+ vec2(0,0.0025)) 
+ texture2D(tex,gl_TexCoord[0].st- vec2(0,0.0025))
+ texture2D(tex,gl_TexCoord[0].st- vec2(0,0.005))) + texture2D(tex1,gl_TexCoord[0].st- vec2(0,0.005));
}
