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- void main() {
- vec2 startCoord = TexCoord;
- vec2 dif = startCoord - 0.5;
- dif *= 0.001;
- vec4 finalColor = vec4(0.0, 0.0, 0.0, 1.0);
- for (int i = 0; i < blurSize; i++) {
- vec2 newCoord = (startCoord + (dif * i));
- finalColor += texture(InputTexture, newCoord) * (1.0 / float(blurSize));
- }
- FragColor = finalColor;
- }
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