uniform sampler2D 	source;
uniform vec2 		offsetFactor;

void main()
{
    vec2 textureCoordinates = gl_TexCoord[0].xy;
    vec4 color = vec4(0.0);

    color += texture2D(source, textureCoordinates - 4.0 * offsetFactor) * 0.0162162162;
    color += texture2D(source, textureCoordinates - 3.0 * offsetFactor) * 0.0540540541;
    color += texture2D(source, textureCoordinates - 2.0 * offsetFactor) * 0.1216216216;
    color += texture2D(source, textureCoordinates - offsetFactor) * 0.1945945946;
    color += texture2D(source, textureCoordinates) * 0.2270270270;
    color += texture2D(source, textureCoordinates + offsetFactor) * 0.1945945946;
    color += texture2D(source, textureCoordinates + 2.0 * offsetFactor) * 0.1216216216;
    color += texture2D(source, textureCoordinates + 3.0 * offsetFactor) * 0.0540540541;
    color += texture2D(source, textureCoordinates + 4.0 * offsetFactor) * 0.0162162162;
    gl_FragColor = color;
}