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			@ -56,4 +56,14 @@ void main() | 
			
		
		
	
		
			
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			        //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); | 
			
		
		
	
		
			
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			        finalColor = texture2D(texture0, tc); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    /* | 
			
		
		
	
		
			
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			    // Chromatic aberration is caused when a lens can't focus every color to the same focal point.  | 
			
		
		
	
		
			
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			    // A simple way to fake this effect, and render it as a quick full-screen post-process,  | 
			
		
		
	
		
			
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			    // is to apply an offset to each color channel in a fragment shader. | 
			
		
		
	
		
			
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			    vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);   | 
			
		
		
	
		
			
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			    vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); | 
			
		
		
	
		
			
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			    vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); | 
			
		
		
	
		
			
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			    finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); | 
			
		
		
	
		
			
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			    */ | 
			
		
		
	
		
			
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			} |