varying vec2 V_Texcoord;

uniform sampler2D U_MainTexture;

void main()
{
	//1 2 1
	//2 4 2
	//1 2 1
	vec4 color = vec4(0.0);
	int coreSize = 3;
	float texelOffset = 1/150.0;
	float kernel[9];

	kernel[6]=1;kernel[7]=2;kernel[8]=1;
	kernel[3]=2;kernel[4]=4;kernel[5]=2;
	kernel[0]=1;kernel[1]=2;kernel[2]=1;

	int index = 0;
	for(int y=0; y<coreSize; y++){
		for(int x=0; x<coreSize; x++){
			vec4 currentColor = texture2D(U_MainTexture, V_Texcoord+vec2((-1+x)*texelOffset, (-1+y)*texelOffset));
			color += currentColor*kernel[index++];
		}
	}

	color/=16;
	gl_FragColor = color;
}