precision lowp float;
varying vec2 vTextureCoord;
varying vec2 vBlurTexCoords[3];
varying vec4 vColor;
uniform sampler2D uSampler;
void main(void)
{
gl_FragColor = vec4(0.0);
gl_FragColor += texture2D(uSampler, vTextureCoord ) * 0.3989422804014327;
gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 0]) * 0.2419707245191454;
gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 1]) * 0.05399096651318985;
gl_FragColor += texture2D(uSampler, vBlurTexCoords[ 2]) * 0.004431848411938341;
}