         int index = 0;
         for (int i = -radius; i <= radius; i++){
             for (int j = -radius; j <= radius; j++){
-                rgb += texture2D(u_texture, v_texCoords + (i, j)/size).rgb * weights[index++];
+                rgb += texture2D(u_texture, v_texCoords + float((i, j))/size).rgb * weights[index++];
             }
         }
     }

        rgb = vec3(0.0);
        for (int i = -radius; i <= radius; i++){
            for (int j = -radius; j <= radius; j++){
                rgb = max(texture2D(u_texture, v_texCoords + (i, j)/size).rgb, rgb);
            }
        }
    }

        rgb = vec3(1.0);
        for (int i = -radius; i <= radius; i++){
            for (int j = -radius; j <= radius; j++){
                rgb = min(texture2D(u_texture, v_texCoords + float((i, j))/size).rgb, rgb);
            }
        }
    }
