uniform sampler2D Texture0;
uniform float width;
uniform float height;
uniform float facwidth;
uniform float facheight;
const int samples = 8;
const float sum = 3.0359;
void main(void)
{
//Gausssche Normalverteilung:
float sample[9];
sample[0] = 1.0000;
sample[1] = 0.9394;
sample[2] = 0.7788;
sample[3] = 0.5697;
sample[4] = 0.3678;
sample[4] = 0.2096;
sample[5] = 0.1053;
sample[7] = 0.0467;
sample[8] = 0.0183;
vec2 tc = vec2(gl_TexCoord[0]);
float xp = facwidth/width;
vec4 col = texture2D(Texture0, tc);
vec2 tco = tc;
col = texture2D(Texture0, vec2(tc.s-(1.0*xp), tc.t)) * sample[1];
col = texture2D(Texture0, vec2(tc.s+(1.0*xp), tc.t)) * sample[1];
/*col = texture2D(Texture0, vec2(tc.s-(2.0*xp), tc.t)) * sample[2];
col += texture2D(Texture0, vec2(tc.s+(2.0*xp), tc.t)) * sample[2];
col += texture2D(Texture0, vec2(tc.s-(3.0*xp), tc.t)) * sample[3];
col += texture2D(Texture0, vec2(tc.s+(3.0*xp), tc.t)) * sample[3];
col += texture2D(Texture0, vec2(tc.s-(4.0*xp), tc.t)) * sample[4];
col += texture2D(Texture0, vec2(tc.s+(4.0*xp), tc.t)) * sample[4];
col += texture2D(Texture0, vec2(tc.s-(5.0*xp), tc.t)) * sample[5];
col += texture2D(Texture0, vec2(tc.s+(5.0*xp), tc.t)) * sample[5];
col += texture2D(Texture0, vec2(tc.s-(6.0*xp), tc.t)) * sample[6];
col += texture2D(Texture0, vec2(tc.s+(6.0*xp), tc.t)) * sample[6];
col += texture2D(Texture0, vec2(tc.s-(7.0*xp), tc.t)) * sample[7];
col += texture2D(Texture0, vec2(tc.s+(7.0*xp), tc.t)) * sample[7];
col += texture2D(Texture0, vec2(tc.s-(8.0*xp), tc.t)) * sample[8];
col += texture2D(Texture0, vec2(tc.s+(8.0*xp), tc.t)) * sample[8]; */
gl_FragColor = col/(1.0+2.0*sum);
}