FSHƒòá     	u_defocus       s_tex        D  varying highp vec4 v_color0;
varying highp vec2 v_texcoord0;
uniform highp vec4 u_defocus;
uniform sampler2D s_tex;
void main ()
{
  lowp vec4 blurred_1;
  highp vec2 tmpvar_2;
  tmpvar_2 = (u_defocus.xy * vec2(0.0009765625, 0.0009765625));
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (s_tex, v_texcoord0);
  lowp vec4 tmpvar_4;
  tmpvar_4 = (((
    ((((
      ((tmpvar_3 + texture2D (s_tex, (v_texcoord0 + (vec2(-1.6, 0.25) * tmpvar_2)))) + texture2D (s_tex, (v_texcoord0 + (vec2(-1.0, -0.55) * tmpvar_2))))
     + texture2D (s_tex, 
      (v_texcoord0 + (vec2(-0.55, 1.0) * tmpvar_2))
    )) + texture2D (s_tex, (v_texcoord0 + 
      (vec2(-0.25, -1.6) * tmpvar_2)
    ))) + texture2D (s_tex, (v_texcoord0 + (vec2(0.25, 1.6) * tmpvar_2)))) + texture2D (s_tex, (v_texcoord0 + (vec2(0.55, -1.0) * tmpvar_2))))
   + texture2D (s_tex, 
    (v_texcoord0 + (vec2(1.0, 0.55) * tmpvar_2))
  )) + texture2D (s_tex, (v_texcoord0 + 
    (vec2(1.6, -0.25) * tmpvar_2)
  ))) / 9.0);
  blurred_1.xyz = tmpvar_4.xyz;
  blurred_1.w = (tmpvar_4.w + tmpvar_3.w);
  gl_FragColor = (blurred_1 * v_color0);
}

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