#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 color = texture2D(texture0, fragTexCoord);
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								    color += texture2D(texture0, fragTexCoord + 0.001);
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								    color += texture2D(texture0, fragTexCoord + 0.003);
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								    color += texture2D(texture0, fragTexCoord + 0.005);
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								    color += texture2D(texture0, fragTexCoord + 0.007);
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								    color += texture2D(texture0, fragTexCoord + 0.009);
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								    color += texture2D(texture0, fragTexCoord + 0.011);
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								    color += texture2D(texture0, fragTexCoord - 0.001);
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								    color += texture2D(texture0, fragTexCoord - 0.003);
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								    color += texture2D(texture0, fragTexCoord - 0.005);
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								    color += texture2D(texture0, fragTexCoord - 0.007);
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								    color += texture2D(texture0, fragTexCoord - 0.009);
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								    color += texture2D(texture0, fragTexCoord - 0.011);
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								    color.rgb = vec3((color.r + color.g + color.b)/3.0);
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								    color = color/9.5;
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								    gl_FragColor = color;
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								}			
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