#version 330
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								// Input vertex attributes (from vertex shader)
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								in vec2 fragTexCoord;
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								in vec4 fragColor;
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								// Input uniform values
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								uniform sampler2D texture0;
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								uniform vec4 colDiffuse;
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								// Output fragment color
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								out vec4 finalColor;
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								// NOTE: Add here your custom variables
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								// NOTE: Render size values must be passed from code
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								const float renderWidth = 800;
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								const float renderHeight = 450;
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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 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
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								    for (int i = 1; i < 3; i++) 
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								    {
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								        texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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								        texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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								    }
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								    finalColor = vec4(texelColor, 1.0);
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								}
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