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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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#ifndef BLUR_RADIUS
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#define BLUR_RADIUS 1 //base size
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#endif
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//HACK do not build higher res versions on gles2
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#if __VERSION__ < 300 && BLUR_RADIUS > 2
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#undef BLUR_RADIUS
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#define BLUR_RADIUS 2
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#endif
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const int R = BLUR_RADIUS / 2;
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uniform vec3 TEXTURE_DIMENSIONS;
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uniform vec4 CURRENT_COLOR;
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uniform sampler2D TEXTURE_0;
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void main()
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{
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vec2 pixelSide = vec2(1.0 / TEXTURE_DIMENSIONS.xy);
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#if BLUR_RADIUS == 1
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vec4 color = texture2D( TEXTURE_0, uv);
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#else
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vec4 color = vec4(0.0);
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for(int i = -R; i < R; ++i) {
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for(int j = -R; j < R; ++j) {
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vec2 sampleUV = uv + pixelSide * vec2(j, i);
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sampleUV = mod(sampleUV, vec2(1.0));
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color += texture2D( TEXTURE_0, sampleUV);
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}
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}
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color /= float(BLUR_RADIUS * BLUR_RADIUS);
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#endif
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color.rgb = mix(color.rgb, CURRENT_COLOR.rgb * color.rgb, color.a * CURRENT_COLOR.a);
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if(CURRENT_COLOR.a > 0.0) {
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//the alpha in diffuse is a mask
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color.a = 1.0;
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}
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gl_FragColor = color;
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}
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