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 = 0.00 * intensity;

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


  gl_FragColor =  outp;
}