#version 100
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								precision mediump float;
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								// Input vertex attributes (from vertex shader)
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								varying vec2 fragTexCoord;
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								varying vec4 fragColor;
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								// Input uniform values
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								uniform sampler2D texture0;
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								uniform vec4 fragTintColor;
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								// NOTE: Add here your custom variables
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								const float renderWidth = 1280;
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								const float renderHeight = 720;
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								float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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								float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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								void main() 
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								{ 
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								    // Texel color fetching from texture sampler
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								    vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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								    for (int i = 1; i < 3; i++) 
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								    {
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								        tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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								        tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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								    }
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								    gl_FragColor = vec4(tc, 1.0);
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								}
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