
uniform sampler2D tex;
varying vec2 texCoord;

void main()
{
	float pxSize = dFdy(texCoord.y);

	vec3 color = texture2D(tex, texCoord).rgb * 0.2270270270;
	color += texture2D(tex, texCoord + vec2(0.0, 1.3846153846*pxSize)).rgb * 0.3162162162;
	color += texture2D(tex, texCoord - vec2(0.0, 1.3846153846*pxSize)).rgb * 0.3162162162;	
	color += texture2D(tex, texCoord + vec2(0.0, 3.2307692308*pxSize)).rgb * 0.0702702703;
	color += texture2D(tex, texCoord - vec2(0.0, 3.2307692308*pxSize)).rgb * 0.0702702703;
	gl_FragColor = vec4(color,1.0);
}