#version 100
precision mediump int;
precision mediump float;

uniform sampler2D tex0;

varying vec2 texCoord[5];

void main()
{
	vec4 sum = texture2D(tex0, texCoord[0]) + 
			   texture2D(tex0, texCoord[1]) +
			   texture2D(tex0, texCoord[2]) + 
			   texture2D(tex0, texCoord[3]) +
			   texture2D(tex0, texCoord[4]);
	gl_FragColor = sum / 5.0;
}

