#define GLSLIFY 1
#ifdef GL_ES
precision highp float;
#endif

varying vec2 vTexCoord;

uniform sampler2D image;
uniform vec2 imageSize;

uniform vec2 direction;

vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
  vec4 color = vec4(0.0);
  vec2 off1 = vec2(1.3846153846) * direction;
  vec2 off2 = vec2(3.2307692308) * direction;
  color += texture2D(image, uv) * 0.2270270270;
  color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
  color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
  color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
  color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
  return color;
}

void main() {
    gl_FragColor = blur9(image, vTexCoord, imageSize.xy, direction);
}
