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- // Parameters
- uniform sampler2D textureSampler;
- uniform vec2 delta;
- // Varying
- varying vec2 sampleCenter;
- #include<kernelBlurVaryingDeclaration>[0..varyingCount]
- #ifdef PACKEDFLOAT
- vec4 pack(float depth)
- {
- const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
- const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- vec4 res = fract(depth * bit_shift);
- res -= res.xxyz * bit_mask;
- return res;
- }
- float unpack(vec4 color)
- {
- const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
- return dot(color, bit_shift);
- }
- #endif
- void main(void)
- {
- #ifdef PACKEDFLOAT
- float blend = 0.;
- #else
- vec4 blend = vec4(0.);
- #endif
- #include<kernelBlurFragment>[0..varyingCount]
- #include<kernelBlurFragment2>[0..depCount]
- #ifdef PACKEDFLOAT
- gl_FragColor = pack(blend);
- #else
- gl_FragColor = blend;
- #endif
- }
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