uniform sampler2D Texture;


varying vec2 texCoord;

void main() 
{

	float xstep = 0.5f/800.0f;
	float ystep = 0.5f/600.0f;
	
	vec4 texColor = 
		vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2
		+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1
		+ vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1;
		
	gl_FragColor = texColor;
	
	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
