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#version 300 es
precision highp float;
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
void main() {
vec2 uv = v_texcoord / 2.0;
vec4 sum = texture(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
sum += texture(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
sum += texture(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
sum += texture(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
sum += texture(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
fragColor = sum / 12.0;
}
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