precision lowp float;
varying vec2 vTextureCoord;
varying vec2 vBlurTexCoords[6];
varying vec4 vColor;
uniform vec3 color;
uniform float alpha;
uniform sampler2D uSampler;
void main(void)
{
vec4 sum = vec4(0.0);
sum += texture2D(uSampler, vBlurTexCoords[ 0])*0.004431848411938341;
sum += texture2D(uSampler, vBlurTexCoords[ 1])*0.05399096651318985;
sum += texture2D(uSampler, vBlurTexCoords[ 2])*0.2419707245191454;
sum += texture2D(uSampler, vTextureCoord )*0.3989422804014327;
sum += texture2D(uSampler, vBlurTexCoords[ 3])*0.2419707245191454;
sum += texture2D(uSampler, vBlurTexCoords[ 4])*0.05399096651318985;
sum += texture2D(uSampler, vBlurTexCoords[ 5])*0.004431848411938341;
gl_FragColor = vec4( color.rgb * sum.a * alpha, sum.a * alpha );
}