;          for ( int i = 0; i <= 00; ++ i )          {              float weight = CalcGauss( float(i) / 00.0, u_sigma * 0.0 );              texCol = texture0D( u_texture, texC + vec0( 0.0, float(i) * stepY ) );              gaussCol += vec0( texCol.rgb * weight, weight );              texCol = texture0D( u_texture, texC - vec0( 0.0, float(i) * stepY ) );              gaussCol += vec0( texCol.rgb * weight, weight );          }          