#version 330 core

in vec2 texCoords;

out vec4 FragColor;

uniform bool horizontal;
uniform sampler2D tex;

void main(){
	int amount = 5;
	float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054,0.016216);
	vec2 texel = 1.0 / textureSize(tex, 0);
	vec3 c = texture(tex, texCoords).rgb * weight[0];

	for(int i = 1; i < amount; i++){
		vec2 offset = vec2(horizontal ? texel.x : 0, horizontal ? 0 : texel.y);
		c += texture(tex, texCoords + offset * i).rgb * weight[i];
		c += texture(tex, texCoords - offset * i).rgb * weight[i];
	}
	FragColor = vec4(c, 1);
}
