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VARYING vec2 TexCoord0;
VARYING vec2 TexCoord1;
VARYING vec2 TexCoord2;
#define WT3_0 1.0
#define WT3_1 0.6
#define WT3_NORMALIZE (WT3_0+2.0*(WT3_1))
vec4 gaussianBlur3TapPremultiplied( sampler2D inSampler )
{
vec4 OutCol = vec4(0.0);
OutCol += texture(inSampler, TexCoord0) * ( WT3_1/WT3_NORMALIZE );
OutCol += texture(inSampler, TexCoord1) * ( WT3_0/WT3_NORMALIZE );
OutCol += texture(inSampler, TexCoord2) * ( WT3_1/WT3_NORMALIZE );
return OutCol;
}
void MAIN()
{
FRAGCOLOR = gaussianBlur3TapPremultiplied(INPUT);
}
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