2013-11-30 21:33:06 +00:00
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 6.
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2014-02-28 17:29:05 +01:00
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#if __VERSION__ >= 130
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2014-01-08 23:11:10 +00:00
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in vec2 uv;
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2014-01-19 19:31:00 +01:00
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out vec4 FragColor;
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2014-02-28 17:29:05 +01:00
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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2014-01-08 23:11:10 +00:00
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2013-11-30 21:33:06 +00:00
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void main()
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{
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vec4 sum = vec4(0.0);
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2014-01-08 23:11:10 +00:00
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float X = uv.x;
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float Y = uv.y;
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2013-11-30 21:33:06 +00:00
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2014-01-19 18:53:35 +01:00
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sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
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sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X, Y)) * 0.209473;
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sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
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2013-11-30 21:33:06 +00:00
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2014-01-19 19:31:00 +01:00
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FragColor = sum;
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2013-11-30 21:33:06 +00:00
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}
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