updating blur shading, broken
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@@ -0,0 +1,31 @@
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 resolution;
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uniform vec2 direction; // (1,0) for horizontal pass, (0,1) for vertical pass
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out vec4 finalColor;
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void main()
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{
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//vec2 texel = direction / resolution;
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// 9-tap Gaussian, weights from Pascal's-triangle-style approximation
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//const float weight[5] = float[](
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// 0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216
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//);
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//vec4 color = texture(texture0, fragTexCoord) * weight[0];
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//for (int i = 1; i < 4; i++) {
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// vec2 offset = texel * float(i);
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// color += texture(texture0, fragTexCoord + offset) * weight[i];
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// color += texture(texture0, fragTexCoord - offset) * weight[i];
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//}
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finalColor = texture(texture0, fragTexCoord);
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}
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