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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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// To use centroid sampling we need to have version 300 es shaders, which requires changing:
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// attribute to in
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// varying to out when in vertex shaders or in when in fragment shaders
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// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
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// texture2D to texture
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#if __VERSION__ >= 300
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// version 300 code
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#ifdef MSAA_FRAMEBUFFER_ENABLED
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#define _centroid centroid
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#else
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#define _centroid
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#endif
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_centroid in vec2 uv;
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#define varying in
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#define texture2D texture
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out vec4 FragColor;
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#define gl_FragColor FragColor
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#else
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// version 100 code
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varying vec2 uv;
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#endif
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uniform sampler2D TEXTURE_0;
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varying vec3 uBlurIncrement;
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void main()
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{
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vec2 imageCoord = uv;
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vec4 sum = vec4(0.0);
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vec2 blurSize = uBlurIncrement.xy * uBlurIncrement.z;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 9.0) * 0.0014794516787135662;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 8.0) * 0.003804239018665086;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 7.0) * 0.00875346226514214;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 6.0) * 0.018023411141080636;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 5.0) * 0.03320772876259043;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 4.0) * 0.05475028876252328;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 3.0) * 0.0807753247211904;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 2.0) * 0.10663900118033988;
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sum += texture2D(TEXTURE_0, imageCoord - blurSize * 1.0) * 0.12597909446198644;
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sum += texture2D(TEXTURE_0, imageCoord) * 0.1331759960155365;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 1.0) * 0.12597909446198644;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 2.0) * 0.10663900118033988;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 3.0) * 0.0807753247211904;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 4.0) * 0.05475028876252328;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 5.0) * 0.03320772876259043;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 6.0) * 0.018023411141080636;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 7.0) * 0.00875346226514214;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 8.0) * 0.003804239018665086;
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sum += texture2D(TEXTURE_0, imageCoord + blurSize * 9.0) * 0.0014794516787135662;
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gl_FragColor = sum;
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}
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