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Gaussian blur
bug fixes
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+3
-1
@@ -2,10 +2,12 @@
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in vec3 texCoords;
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out vec4 FragColor;
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layout (location=0) out vec4 FragColor;
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layout (location=1) out vec4 BrightColor;
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uniform samplerCube skybox;
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void main(){
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BrightColor=vec4(0);
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FragColor=texture(skybox,texCoords);
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}
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