uniform sampler2D tex;
uniform float strength;

void main(void)
{
	
	vec2 newTCoord=vec2(gl_TexCoord[0]);
	


	vec4 value = texture2D(tex,vec2(newTCoord.x,newTCoord.y));

	float blurContr=0.2;
value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y+0.0078125*blurContr))*0.8521;
value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y+0.015625*blurContr))*0.5273;
value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y+0.0234375*blurContr))*0.2369;

value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y-0.0078125*blurContr))*0.8521;
value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y-0.015625*blurContr))*0.5273;
value+=texture2D(tex,vec2(newTCoord.x,newTCoord.y-0.0234375*blurContr))*0.2369;
//value/=(10.0-clamp(strength,0.0,9.99));
value/=4.2;
//value.r=0.1;

	gl_FragColor = value;
}

