2013-10-01 16:10:43 +00:00
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uniform mat4 projMat;
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uniform vec2 texSizeInv;
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attribute vec2 position;
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attribute vec2 texCoord;
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varying vec2 v_texCoord;
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varying vec2 v_blurCoord[2];
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void main()
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{
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gl_Position = projMat * vec4(position, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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2013-10-02 13:00:17 +00:00
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v_blurCoord[0] = vec2(texCoord.x-1.0, texCoord.y) * texSizeInv;
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v_blurCoord[1] = vec2(texCoord.x+1.0, texCoord.y) * texSizeInv;
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2013-10-01 16:10:43 +00:00
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}
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