 			float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
 			depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
 
-			float s = clamp(300.0f * distance *
+			float s = clamp(300.0f * scale *
 					       max_radius * abs(depth - depth_cmp),0.0,1.0);
 			color = mix(color, base_color.rgb, s);
 #endif


//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
#define QUALIFIER const
#ifdef USE_25_SAMPLES

const int kernel_size=25;

QUALIFIER vec2 kernel[25] = vec2[] (
vec2(0.099654,0.0),
vec2(0.001133,-3.0),
vec2(0.002316,-2.52083),
vec2(0.00445,-2.08333),
vec2(0.008033,-1.6875),
vec2(0.013627,-1.33333),
vec2(0.021724,-1.02083),
vec2(0.032542,-0.75),
vec2(0.04581,-0.520833),
vec2(0.0606,-0.333333),
vec2(0.075333,-0.1875),
vec2(0.088001,-0.0833333),
vec2(0.096603,-0.0208333),
vec2(0.096603,0.0208333),
vec2(0.088001,0.0833333),
vec2(0.075333,0.1875),
vec2(0.0606,0.333333),
vec2(0.04581,0.520833),
vec2(0.032542,0.75),
vec2(0.021724,1.02083),
vec2(0.013627,1.33333),
vec2(0.008033,1.6875),
vec2(0.00445,2.08333),
vec2(0.002316,2.52),
vec2(0.001133,3.0)
);

#endif //USE_25_SAMPLES

const int kernel_size=17;

QUALIFIER vec2 kernel[17] = vec2[](
    vec2(0.536343,  0.0),
    vec2(0.00317394,  -2.0),
    vec2(0.0100386, -1.53125),
    vec2(0.0144609, -1.125),
    vec2(0.0216301,  -0.78125),
    vec2(0.0347317, -0.5),
    vec2(0.0571056,  -0.28125),
    vec2(0.0582416,  -0.125),
    vec2(0.0324462, -0.03125),
    vec2(0.0324462, 0.03125),
    vec2(0.0582416, 0.125),
    vec2(0.0571056,  0.28125),
    vec2(0.0347317, 0.5),
    vec2(0.0216301, 0.78125),
    vec2(0.0144609,  1.125),
    vec2(0.0100386,  1.53125),
    vec2(0.00317394,2.0)
);

#endif //USE_17_SAMPLES
