#version 100
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								precision mediump float;
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								varying vec2 fragTexCoord;
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								uniform sampler2D texture0;
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								uniform vec4 tintColor;
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								// NOTE: Add here your custom variables
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								void main()
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								{
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								    vec4 sum = vec4(0);
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								    vec4 tc = vec4(0);
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								    for (int i = -4; i < 4; i++)
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								    {
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								        for (int j = -3; j < 3; j++)
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								        {
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								            sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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								        }
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								    }
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								    if (texture2D(texture0, fragTexCoord).r < 0.3)
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								    {
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								        tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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								    }
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								    else
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								    {
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								        if (texture2D(texture0, fragTexCoord).r < 0.5)
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								        {
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								            tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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								        }
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								        else
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								        {
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								            tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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								        }
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								    }
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								    gl_FragColor = tc;
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								}
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