 const int kernel_size=17;
 
 QUALIFIER vec2 kernel[17] = vec2[](
-vec2(0.197417,0.0),
-vec2(0.000078,-2.0),
-vec2(0.000489,-1.53125),
-vec2(0.002403,-1.125),
-vec2(0.009245,-0.78125),
-vec2(0.027835,-0.5),
-vec2(0.065592,-0.28125),
-vec2(0.12098,-0.125),
-vec2(0.17467,-0.03125),
-vec2(0.17467,0.03125),
-vec2(0.12098,0.125),
-vec2(0.065592,0.28125),
-vec2(0.027835,0.5),
-vec2(0.009245,0.78125),
-vec2(0.002403,1.125),
-vec2(0.000489,1.53125),
-vec2(0.000078,2.0)
+    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

			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 *
					       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(0.530605, 0.0),
    vec2(0.000973794, -3.0),
    vec2(0.00333804, -2.52083),
    vec2(0.00500364, -2.08333),
    vec2(0.00700976,  -1.6875),
    vec2(0.0094389, -1.33333),
    vec2(0.0128496,  -1.02083),
    vec2(0.017924,  -0.75),
    vec2(0.0263642,  -0.520833),
    vec2(0.0410172, -0.333333),
    vec2(0.0493588, -0.1875),
    vec2(0.0402784, -0.0833333),
    vec2(0.0211412,  -0.0208333),
    vec2(0.0211412,  0.0208333),
    vec2(0.0402784,  0.0833333),
    vec2(0.0493588,  0.1875),
    vec2(0.0410172,  0.333333),
    vec2(0.0263642,  0.520833),
    vec2(0.017924,  0.75),
    vec2(0.0128496, 1.02083),
    vec2(0.0094389,  1.33333),
    vec2(0.00700976,  1.6875),
    vec2(0.00500364,  2.08333),
    vec2(0.00333804,  2.52083),
    vec2(0.000973794,  3.0)
);

#endif //USE_25_SAMPLES
