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varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
//1 2 1
//2 4 2
//1 2 1
vec4 color = vec4(0.0);
float texelOffset = 1/100.0;
float weight[5] = float[](0.22,0.19,0.12,0.08,0.01);
color = texture2D(U_MainTexture, V_Texcoord)*weight[0];
for(int i = 1; i < 5; i++){
color += texture2D(U_MainTexture, vec2(V_Texcoord.x+texelOffset*i, V_Texcoord.y))*weight[i];
color += texture2D(U_MainTexture, vec2(V_Texcoord.x-texelOffset*i, V_Texcoord.y))*weight[i];
}
gl_FragColor = color;
}