varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float bloom;
const float blurSize = 4.0;
void main()
{
vec4 sum = vec4(0);
int j;
int i;
// take nine samples, with the distance blurSize between them
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x - 4.0*blurSize, v_vTexcoord.y)) * 0.05;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x - 3.0*blurSize, v_vTexcoord.y)) * 0.09;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x - 2.0*blurSize, v_vTexcoord.y)) * 0.12;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x - blurSize, v_vTexcoord.y)) * 0.15;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y)) * 0.16;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x + blurSize, v_vTexcoord.y)) * 0.15;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x + 2.0*blurSize, v_vTexcoord.y)) * 0.12;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x + 3.0*blurSize, v_vTexcoord.y)) * 0.09;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x + 4.0*blurSize, v_vTexcoord.y)) * 0.05;
// take nine samples, with the distance blurSize between them
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y - 4.0*blurSize)) * 0.05;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y - 3.0*blurSize)) * 0.09;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y - 2.0*blurSize)) * 0.12;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y - blurSize)) * 0.15;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y)) * 0.16;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y + blurSize)) * 0.15;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y + 2.0*blurSize)) * 0.12;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y + 3.0*blurSize)) * 0.09;
sum += texture2D(gm_BaseTexture, vec2(v_vTexcoord.x, v_vTexcoord.y + 4.0*blurSize)) * 0.05;
gl_FragColor = (sum * bloom) + texture2D(gm_BaseTexture, v_vTexcoord);
}