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blurring (not Gaussian blur)
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#version 330 core
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in vec2 texCoords;
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out vec4 FragColor;
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uniform bool horizontal;
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uniform sampler2D tex;
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void main(){
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int amount=5;
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float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054,0.016216);
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vec2 texel=1/textureSize(tex,0);
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vec3 c=texture(tex,texCoords).rgb*weight[0];
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for(int i=1;i<amount;i++){
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vec2 offset=vec2(horizontal?texel.x:0,horizontal?0:texel.y);
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c+=texture(tex,texCoords+offset*i).rgb*weight[i];
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c+=texture(tex,texCoords-offset*i).rgb*weight[i];
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}
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FragColor=vec4(c,1);
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}
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