 sampler2D u_image;
        uniform vec2 u_dimensions;
        uniform float u_radius;

        in vec2 v_texCoord;
        out vec4 out_color;

        float PI = 3.141592;

        float gaussian(float x, float sigma)
        {
            return (1.0 / sqrt(2.0 * PI * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
        }

        void main()
        {
            vec2 onePixel = vec2(1.0, 1.0) / u_dimensions;
            vec4 color = vec4(0.0);

            float sigma = u_radius / 3.0;
    