FSHƒòá u_tex_size0   u_dimension   u_radius   s_tex    ß
  varying vec2 v_texcoord0;
uniform vec4 u_tex_size0;
uniform vec4 u_dimension;
uniform vec4 u_radius;
uniform sampler2D s_tex;
void main ()
{
  vec4 sum_1;
  vec2 tmpvar_2;
  tmpvar_2 = ((u_radius.xx * u_dimension.xy) / u_tex_size0.xy);
  sum_1 = (texture2D (s_tex, (v_texcoord0 - (vec2(12.0, 12.0) * tmpvar_2))) * 0.001133);
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(11.0, 11.0) * tmpvar_2)
  )) * 0.002316));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(10.0, 10.0) * tmpvar_2)
  )) * 0.00445));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(9.0, 9.0) * tmpvar_2)
  )) * 0.008033));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(8.0, 8.0) * tmpvar_2)
  )) * 0.013627));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(7.0, 7.0) * tmpvar_2)
  )) * 0.021724));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(6.0, 6.0) * tmpvar_2)
  )) * 0.032542));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(5.0, 5.0) * tmpvar_2)
  )) * 0.04581));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(4.0, 4.0) * tmpvar_2)
  )) * 0.0606));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(3.0, 3.0) * tmpvar_2)
  )) * 0.075333));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(2.0, 2.0) * tmpvar_2)
  )) * 0.088001));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - tmpvar_2)) * 0.096603));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 + tmpvar_2)) * 0.096603));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 + 
    (vec2(2.0, 2.0) * tmpvar_2)
  )) * 0.088001));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 + 
    (vec2(3.0, 3.0) * tmpvar_2)
  )) * 0.075333));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 + 
    (vec2(4.0, 4.0) * tmpvar_2)
  )) * 0.0606));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(5.0, 5.0) * tmpvar_2)
  )) * 0.04581));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(6.0, 6.0) * tmpvar_2)
  )) * 0.032542));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(7.0, 7.0) * tmpvar_2)
  )) * 0.021724));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(8.0, 8.0) * tmpvar_2)
  )) * 0.013627));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(9.0, 9.0) * tmpvar_2)
  )) * 0.008033));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(10.0, 10.0) * tmpvar_2)
  )) * 0.00445));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(11.0, 11.0) * tmpvar_2)
  )) * 0.002316));
  sum_1 = (sum_1 + (texture2D (s_tex, (v_texcoord0 - 
    (vec2(12.0, 12.0) * tmpvar_2)
  )) * 0.001133));
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = sum_1.xyz;
  gl_FragColor = tmpvar_3;
}

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