uniform sampler2D texture0;

void main()
{
   vec2 xy=texCoord;
   float blursize=10.;
   float range=floor(blursize/2.);
    vec4 color=vec4(0.);
    
    for(float a=-range;a<=range;++a)
    for(float b=-range;b<=range;++b)
      color+=texture(texture0,xy+vec2(a/texCoord.x,b/texCoord.y));
      color=color/pow(blursize,2.);
      fragColor=color;  
        
}