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// [COMBO] {"material":"ui_editor_properties_composite","combo":"COMPOSITE","type":"options","default":0,"options":{"ui_editor_properties_normal":0,"ui_editor_properties_blend":1,"ui_editor_properties_under":2,"ui_editor_properties_cutout":3}}
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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
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// [COMBO] {"material":"ui_editor_properties_monochrome","combo":"COMPOSITEMONO","type":"options","default":0}
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// [COMBO] {"material":"ui_editor_properties_blur_alpha","combo":"BLURALPHA","type":"options","default":1}
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#include "common_composite.h"
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform sampler2D g_Texture2; // {"hidden":true}
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uniform vec4 g_Texture0Resolution;
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void main() {
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vec2 blurredCoords = v_TexCoord.xy;
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#ifdef HLSL_SM30
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blurredCoords += 0.75 / g_Texture0Resolution.zw;
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#endif
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vec4 blurred = texSample2D(g_Texture0, ApplyCompositeOffset(blurredCoords, g_Texture0Resolution.xy));
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vec4 albedoOld = texSample2D(g_Texture2, v_TexCoord.xy);
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#if MASK
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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#else
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float mask = 1.0;
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#endif
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float div = mix(blurred.a, 1, step(blurred.a, 0));
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blurred = ApplyComposite(albedoOld, vec4(blurred.rgb / div, blurred.a));
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blurred = mix(albedoOld, blurred, mask);
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#if BLURALPHA == 0
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blurred.a = albedoOld.a;
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#endif
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gl_FragColor = blurred;
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}
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@@ -0,0 +1,16 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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@@ -0,0 +1,19 @@
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varying vec2 v_TexCoord[4];
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uniform sampler2D g_Texture0; // {"hidden":true}
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void main() {
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float weight = 0.0;
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vec4 result = CAST4(0.0);
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for (int i = 0; i < 4; ++i)
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{
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vec4 sample = texSample2D(g_Texture0, v_TexCoord[i]);
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result += sample * sample.a;
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weight += sample.a;
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}
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gl_FragColor.rgb = result.rgb / max(0.001, weight);
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gl_FragColor.a = result.a / 4.0;
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}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord[4];
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uniform vec4 g_Texture0Resolution;
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void main() {
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gl_Position = vec4(a_Position, 1.0);
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vec2 offsets = 1.0 / g_Texture0Resolution.xy;
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v_TexCoord[0] = a_TexCoord - offsets;
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v_TexCoord[1] = a_TexCoord + vec2(offsets.x, -offsets.y);
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v_TexCoord[2] = a_TexCoord + vec2(-offsets.x, offsets.y);
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v_TexCoord[3] = a_TexCoord + offsets;
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}
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@@ -0,0 +1,46 @@
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#if KERNEL == 0
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varying vec2 v_TexCoord[13];
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#endif
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#if KERNEL == 1
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varying vec2 v_TexCoord[7];
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#endif
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#if KERNEL == 2
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varying vec2 v_TexCoord[3];
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#endif
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uniform sampler2D g_Texture0; // {"hidden":true}
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void main() {
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#if KERNEL == 0
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.006299 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[3]) * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[4]) * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[5]) * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[6]) * 0.171834 +
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texSample2D(g_Texture0, v_TexCoord[7]) * 0.156756 +
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texSample2D(g_Texture0, v_TexCoord[8]) * 0.119007 +
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texSample2D(g_Texture0, v_TexCoord[9]) * 0.075189 +
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texSample2D(g_Texture0, v_TexCoord[10]) * 0.039533 +
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texSample2D(g_Texture0, v_TexCoord[11]) * 0.017298 +
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texSample2D(g_Texture0, v_TexCoord[12]) * 0.006299;
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#endif
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#if KERNEL == 1
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.071303 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.131514 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.189879 +
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texSample2D(g_Texture0, v_TexCoord[3]) * 0.214607 +
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texSample2D(g_Texture0, v_TexCoord[4]) * 0.189879 +
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texSample2D(g_Texture0, v_TexCoord[5]) * 0.131514 +
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texSample2D(g_Texture0, v_TexCoord[6]) * 0.071303;
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#endif
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#if KERNEL == 2
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.25 +
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texSample2D(g_Texture0, v_TexCoord[1]) * 0.5 +
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texSample2D(g_Texture0, v_TexCoord[2]) * 0.25;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,61 @@
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// [COMBO] {"material":"ui_editor_properties_kernel_size","combo":"KERNEL","type":"options","default":0,"options":{"13x13":0,"7x7":1,"3x3":2}}
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uniform vec2 g_Scale; // {"material":"scale","label":"ui_editor_properties_scale","default":"1 1","linked":true,"range":[0.01, 2.0]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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#if KERNEL == 0
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varying vec2 v_TexCoord[13];
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#endif
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#if KERNEL == 1
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varying vec2 v_TexCoord[7];
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#endif
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#if KERNEL == 2
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varying vec2 v_TexCoord[3];
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#endif
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uniform vec4 g_Texture0Resolution;
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void main() {
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gl_Position = vec4(a_Position, 1.0);
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#if VERTICAL
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float offsetX = 0.0f;
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float offsetY = g_Scale.y / g_Texture0Resolution.w;
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#else
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float offsetX = g_Scale.x / g_Texture0Resolution.z;
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float offsetY = 0.0f;
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#endif
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#if KERNEL == 0
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 6.0, a_TexCoord.y - offsetY * 6.0);
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v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 5.0, a_TexCoord.y - offsetY * 5.0);
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v_TexCoord[2] = vec2(a_TexCoord.x - offsetX * 4.0, a_TexCoord.y - offsetY * 4.0);
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v_TexCoord[3] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
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v_TexCoord[4] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
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v_TexCoord[5] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[6] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[7] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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v_TexCoord[8] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
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v_TexCoord[9] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
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v_TexCoord[10] = vec2(a_TexCoord.x + offsetX * 4.0, a_TexCoord.y + offsetY * 4.0);
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v_TexCoord[11] = vec2(a_TexCoord.x + offsetX * 5.0, a_TexCoord.y + offsetY * 5.0);
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v_TexCoord[12] = vec2(a_TexCoord.x + offsetX * 6.0, a_TexCoord.y + offsetY * 6.0);
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#endif
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#if KERNEL == 1
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
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v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
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v_TexCoord[2] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[3] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[4] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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v_TexCoord[5] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
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v_TexCoord[6] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
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#endif
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#if KERNEL == 2
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v_TexCoord[0] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
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v_TexCoord[1] = vec2(a_TexCoord.x, a_TexCoord.y);
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v_TexCoord[2] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
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#endif
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}
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