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- // Attributes
- attribute vec2 position;
- // Uniform
- uniform vec2 delta;
- // Output
- varying vec2 sampleCenter;
- #include<kernelBlurVaryingDeclaration>[0..varyingCount]
- const vec2 madd = vec2(0.5, 0.5);
- void main(void) {
- sampleCenter = (position * madd + madd);
- #include<kernelBlurVertex>[0..varyingCount]
- gl_Position = vec4(position, 0.0, 1.0);
- }
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