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6834797f09
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24
shaders/glsl/mfx_bss_blur.fp
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24
shaders/glsl/mfx_bss_blur.fp
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 ofs[16] =
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{
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vec2(1.0,1.0), vec2(-1.0,-1.0),
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vec2(-1.0,1.0), vec2(1.0,-1.0),
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vec2(1.0,0.0), vec2(-1.0,0.0),
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vec2(0.0,1.0), vec2(0.0,-1.0),
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vec2(1.41,0.0), vec2(-1.41,0.0),
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vec2(0.0,1.41), vec2(0.0,-1.41),
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vec2(1.41,1.41), vec2(-1.41,-1.41),
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vec2(-1.41,1.41), vec2(1.41,-1.41)
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};
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bof = (1.0/bresl)*bssblurradius;
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for ( int i=0; i<16; i++ ) res.rgb += texture(InputTexture,coord+ofs[i]*bof).rgb;
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res.rgb /= 17.0;
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FragColor = res;
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}
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