uniform sampler2D texture;
uniform vec2 blur_radius;

void main() { 
	vec2 textureCoordinates = gl_TexCoord[0].xy;
    vec4 color = vec4(0.0);
	color += texture2D(texture, textureCoordinates - 10.0 * blur_radius) * 0.0012;
    color += texture2D(texture, textureCoordinates - 9.0 * blur_radius) * 0.0015;
    color += texture2D(texture, textureCoordinates - 8.0 * blur_radius) * 0.0038;
    color += texture2D(texture, textureCoordinates - 7.0 * blur_radius) * 0.0087;
    color += texture2D(texture, textureCoordinates - 6.0 * blur_radius) * 0.0180;
    color += texture2D(texture, textureCoordinates - 5.0 * blur_radius) * 0.0332;
    color += texture2D(texture, textureCoordinates - 4.0 * blur_radius) * 0.0547;
    color += texture2D(texture, textureCoordinates - 3.0 * blur_radius) * 0.0807;
    color += texture2D(texture, textureCoordinates - 2.0 * blur_radius) * 0.1065;
    color += texture2D(texture, textureCoordinates - blur_radius) * 0.1258;
    color += texture2D(texture, textureCoordinates) * 0.1330;
    color += texture2D(texture, textureCoordinates + blur_radius) * 0.1258;
    color += texture2D(texture, textureCoordinates + 2.0 * blur_radius) * 0.1065;
    color += texture2D(texture, textureCoordinates + 3.0 * blur_radius) * 0.0807;
    color += texture2D(texture, textureCoordinates + 4.0 * blur_radius) * 0.0547;
    color += texture2D(texture, textureCoordinates + 5.0 * blur_radius) * 0.0332;
    color += texture2D(texture, textureCoordinates + 6.0 * blur_radius) * 0.0180;
    color += texture2D(texture, textureCoordinates - 7.0 * blur_radius) * 0.0087;
    color += texture2D(texture, textureCoordinates - 8.0 * blur_radius) * 0.0038;
    color += texture2D(texture, textureCoordinates - 9.0 * blur_radius) * 0.0015;
    color += texture2D(texture, textureCoordinates - 10.0 * blur_radius) * 0.0012;
    gl_FragColor = vec4(color.rgb,0.7);
}