uniform sampler2D texture0_2D;
uniform float intensity;

void main(void)
{
  vec4 outp = vec4(0.0, 0.0, 0.0, 0.0);

  float ddx = 0.006 * intensity;
  float ddy = 0.006 * intensity;

  outp += 0.015625 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*-3.0));
  outp += 0.09375 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*-2.0));
  outp += 0.234375 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*-1.0));
  outp += 0.3125 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, 0.0));
  outp += 0.234375 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*1.0));
  outp += 0.09375 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*2.0));
  outp += 0.015625 * texture2D(texture0_2D, gl_TexCoord[0].xy + vec2(0.0, ddy*3.0));

  gl_FragColor =  outp;
 
 
}