#version 300 es
precision mediump float;
precision highp int;

uniform mediump sampler2D u_texture;

in highp vec2 v_texCoord;
layout(location = 0) out highp vec4 FragColor;
in highp vec4 v_color;

void main()
{
    highp vec4 color = vec4(0.0);
    highp vec2 blurSize = vec2(0.02500000037252902984619140625);
    color += (texture(u_texture, v_texCoord + (vec2(-1.0, 0.0) * blurSize)) * 0.20000000298023223876953125);
    color += (texture(u_texture, v_texCoord + (vec2(0.0, -1.0) * blurSize)) * 0.20000000298023223876953125);
    color += (texture(u_texture, v_texCoord + (vec2(1.0, 0.0) * blurSize)) * 0.20000000298023223876953125);
    color += (texture(u_texture, v_texCoord + (vec2(0.0, 1.0) * blurSize)) * 0.20000000298023223876953125);
    color += (texture(u_texture, v_texCoord) * 0.119999997317790985107421875);
    FragColor = color * v_color;
}

