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uniform sampler2D scene;
uniform vec2 scale;
void main() {
vec4 color = vec4(vec3(0.0), 0.0);
color += texture2D( scene, gl_TexCoord[0].st + vec2( -3.0 * scale.x, -3.0 * scale.y ) ) * 0.015625;
color += texture2D( scene, gl_TexCoord[0].st + vec2( -2.0 * scale.x, -2.0 * scale.y ) )*0.09375;
color += texture2D( scene, gl_TexCoord[0].st + vec2( -1.0 * scale.x, -1.0 * scale.y) )*0.234375;
color += texture2D( scene, gl_TexCoord[0].st + vec2( 0.0 , 0.0) )*0.3125;
color += texture2D( scene, gl_TexCoord[0].st + vec2( 1.0 * scale.x, 1.0 * scale.y ) )*0.234375;
color += texture2D( scene, gl_TexCoord[0].st + vec2( 2.0 * scale.x, 2.0 * scale.y ) )*0.09375;
color += texture2D( scene, gl_TexCoord[0].st + vec2( 3.0 * scale.x, 3.0 * scale.y ) ) * 0.015625;
if(color.a < 0.5)
discard;
if(scale.y == 0.0)
gl_FragColor = color;//vec4(color.xyz, 0.5);
else
gl_FragColor = gl_FragColor = vec4(vec3(0.0), (1.0 - color.x));
//gl_FragColor = vec4(color.xyz, 0.5);//texture2D(scene, gl_TexCoord[0].st);
}
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