Port over Bitmap 'radial_blur' from old SFML codebase
This implementation is also heaps better than the old one as it doesn't use a (differently sized) aux texture, meaning the Bitmap discards its old texture and aquires one of same size, making reuse through the TexPool a lot more likely. It also saves on the aux texture blits and binding switches. As the setup / resource acquisition far outweighs the actual rendering cost, operation time is relatively constant no matter how many divisions are used.
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uniform mat4 projMat;
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uniform mat4 matrix;
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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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attribute vec4 color;
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varying vec2 v_texCoord;
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varying vec4 v_color;
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void main()
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{
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	gl_Position = projMat * matrix * vec4(position, 0, 1);
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	v_texCoord = texCoord * texSizeInv;
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	v_color = color;
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}
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