uniform sampler2D u_Texture0; 
uniform sampler2D u_Texture1; 
uniform sampler2D u_Texture2; 
uniform sampler2D u_Texture3; 
uniform sampler2D u_Texture4; 
uniform sampler2D u_Texture5; 
uniform sampler2D u_Texture6; 


uniform sampler2D u_mpass1;
uniform sampler2D u_mpass2;
uniform sampler2D u_mpass3;
uniform sampler2D u_mpass4;
varying vec2 texture_coordinate;

uniform float u_ScreenToNextPixelX;
uniform float u_ScreenToNextPixelY;
uniform float u_ScreenSizeX;
uniform float u_ScreenSizeY;
uniform float u_MotionBlurX;
uniform float u_MotionBlurY;

// 	This is a simple motion blur shader


float Blurs[3] = 	{17.6, 7.7, 0}; // to right and
int Passes = 32;

void main()
{
	
    	// Sampling The Texture And Passing It To The Frame Buffer 
	gl_FragColor = texture2D(u_Texture0, texture_coordinate); 

	// Actually....




	vec4 m2 = texture2D(u_Texture2, texture_coordinate); 
	vec4 m3 = texture2D(u_Texture3, texture_coordinate); 
	vec4 m4 = texture2D(u_Texture4, texture_coordinate); 
	vec4 m5 = texture2D(u_Texture5, texture_coordinate); 
	vec4 m6 = texture2D(u_Texture6, texture_coordinate); 

	vec4 p1 = texture2D(u_mpass1, texture_coordinate); 

	vec4 blur = (m2 + m3 + m4 + m5 + m6) / 4;
	vec4 parshes = p1;


	gl_FragColor = blur;

}	