#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 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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								uniform float pixelWidth = 5.0f;
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								uniform float pixelHeight = 5.0f;
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								void main() 
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								{ 
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								    float dx = pixelWidth*(1.0/renderWidth);
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								    float dy = pixelHeight*(1.0/renderHeight);
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								    vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
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								    vec3 tc = texture2D(texture0, coord).rgb;
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								    gl_FragColor = vec4(tc, 1.0);
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								}
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