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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@ -69,6 +69,7 @@ struct GlobalStatePrivate
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SimpleColorShader simpleColorShader;
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SimpleAlphaShader simpleAlphaShader;
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SimpleSpriteShader simpleSpriteShader;
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SimpleMatrixShader simpleMatrixShader;
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SpriteShader spriteShader;
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PlaneShader planeShader;
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FlashMapShader flashMapShader;
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@ -188,6 +189,7 @@ GSATT(SimpleShader&, simpleShader)
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GSATT(SimpleColorShader&, simpleColorShader)
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GSATT(SimpleAlphaShader&, simpleAlphaShader)
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GSATT(SimpleSpriteShader&, simpleSpriteShader)
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GSATT(SimpleMatrixShader&, simpleMatrixShader)
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GSATT(SpriteShader&, spriteShader)
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GSATT(PlaneShader&, planeShader)
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GSATT(FlashMapShader&, flashMapShader)
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