#version 150
in vec2 texCoord;
in vec2 texelSize;
in float offset;
out vec4 fragColor;
uniform sampler2D Sampler0;
void main() {
vec2 uv = texCoord;
vec2 halfpixel = texelSize * 0.5 * offset;
vec4 sum = texture(Sampler0, uv) * 4.0;
sum += texture(Sampler0, clamp(uv - halfpixel.xy, vec2(0.005), vec2(0.995)));
sum += texture(Sampler0, clamp(uv + halfpixel.xy, vec2(0.005), vec2(0.995)));
sum += texture(Sampler0, clamp(uv + vec2(halfpixel.x, -halfpixel.y), vec2(0.005), vec2(0.995)));
sum += texture(Sampler0, clamp(uv - vec2(halfpixel.x, -halfpixel.y), vec2(0.005), vec2(0.995)));
fragColor = sum / 8.0;
}