WIP OSX and TvOS support
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@@ -31,32 +31,33 @@
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#define PIXEL_SHIFT_3 0.003
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#define PIXEL_SHIFT_4 0.004
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varying mediump vec2 textureCoordinate;
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//precision lowp float;
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in vec2 textureCoordinate;
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#if ENABLE_VIDEO_BG == 1
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uniform lowp sampler2D videoFrame;
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uniform sampler2D videoFrame;
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#endif
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#if ENABLE_FADE_COLOR == 1
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uniform lowp vec4 fade_color;
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uniform vec4 fade_color;
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#endif
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uniform lowp sampler2D renderFrame;
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uniform lowp sampler2D depthFrame;
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uniform sampler2D renderFrame;
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uniform sampler2D depthFrame;
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#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
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uniform lowp sampler2D volumetricEnvironmentFrame;
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uniform sampler2D volumetricEnvironmentFrame;
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#endif
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out vec4 colorOut;
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void main()
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{
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lowp vec4 renderColor = texture2D(renderFrame, textureCoordinate);
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vec4 renderColor = texture(renderFrame, textureCoordinate);
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#if DOF_QUALITY > 0 || ENABLE_FLASH == 1
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mediump float depth = texture2D(depthFrame, textureCoordinate).r;
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float depth = texture(depthFrame, textureCoordinate).r;
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#endif
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mediump vec4 pixelColor = renderColor;
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vec4 pixelColor = renderColor;
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#if DOF_QUALITY == 2
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@@ -67,43 +68,43 @@ void main()
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// _XXXXX_
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// _XXXXX_
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// __XXX__
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mediump float cf1 = PIXEL_SHIFT_1;
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mediump float cf2 = PIXEL_SHIFT_2;
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float cf1 = PIXEL_SHIFT_1;
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float cf2 = PIXEL_SHIFT_2;
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mediump float bx1 = textureCoordinate.s + cf1;
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mediump float bx2 = textureCoordinate.s + cf2;
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mediump float bxm1 = textureCoordinate.s - cf1;
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mediump float bxm2 = textureCoordinate.s - cf2;
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float bx1 = textureCoordinate.s + cf1;
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float bx2 = textureCoordinate.s + cf2;
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float bxm1 = textureCoordinate.s - cf1;
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float bxm2 = textureCoordinate.s - cf2;
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mediump float by1 = textureCoordinate.t + cf1;
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mediump float by2 = textureCoordinate.t + cf2;
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mediump float bym1 = textureCoordinate.t - cf1;
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mediump float bym2 = textureCoordinate.t - cf2;
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float by1 = textureCoordinate.t + cf1;
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float by2 = textureCoordinate.t + cf2;
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float bym1 = textureCoordinate.t - cf1;
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float bym2 = textureCoordinate.t - cf2;
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pixelColor += texture2D(renderFrame, vec2(bx1, textureCoordinate.t));
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pixelColor += texture2D(renderFrame, vec2(bxm1, textureCoordinate.t));
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pixelColor += texture2D(renderFrame, vec2(bx2, textureCoordinate.t));
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pixelColor += texture2D(renderFrame, vec2(bxm2, textureCoordinate.t));
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pixelColor += texture(renderFrame, vec2(bx1, textureCoordinate.t));
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pixelColor += texture(renderFrame, vec2(bxm1, textureCoordinate.t));
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pixelColor += texture(renderFrame, vec2(bx2, textureCoordinate.t));
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pixelColor += texture(renderFrame, vec2(bxm2, textureCoordinate.t));
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pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by1));
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pixelColor += texture2D(renderFrame, vec2(bx1, by1));
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pixelColor += texture2D(renderFrame, vec2(bxm1, by1));
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pixelColor += texture2D(renderFrame, vec2(bx2, by1));
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pixelColor += texture2D(renderFrame, vec2(bxm2, by1));
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pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by1));
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pixelColor += texture(renderFrame, vec2(bx1, by1));
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pixelColor += texture(renderFrame, vec2(bxm1, by1));
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pixelColor += texture(renderFrame, vec2(bx2, by1));
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pixelColor += texture(renderFrame, vec2(bxm2, by1));
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pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by2));
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pixelColor += texture2D(renderFrame, vec2(bx1, by2));
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pixelColor += texture2D(renderFrame, vec2(bxm1, by2));
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pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by2));
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pixelColor += texture(renderFrame, vec2(bx1, by2));
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pixelColor += texture(renderFrame, vec2(bxm1, by2));
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pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s,bym1));
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pixelColor += texture2D(renderFrame, vec2(bx1,bym1));
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pixelColor += texture2D(renderFrame, vec2(bxm1,bym1));
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pixelColor += texture2D(renderFrame, vec2(bx2,bym1));
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pixelColor += texture2D(renderFrame, vec2(bxm2,bym1));
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pixelColor += texture(renderFrame, vec2(textureCoordinate.s,bym1));
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pixelColor += texture(renderFrame, vec2(bx1,bym1));
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pixelColor += texture(renderFrame, vec2(bxm1,bym1));
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pixelColor += texture(renderFrame, vec2(bx2,bym1));
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pixelColor += texture(renderFrame, vec2(bxm2,bym1));
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pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
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pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
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pixelColor += texture2D(renderFrame, vec2(bxm1, bym2));
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pixelColor += texture(renderFrame, vec2(bx1, bym2));
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pixelColor += texture(renderFrame, vec2(bx1, bym2));
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pixelColor += texture(renderFrame, vec2(bxm1, bym2));
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pixelColor /= 21.0;
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#endif
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@@ -117,26 +118,26 @@ void main()
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// _XXXXX_
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// __XXX__
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// ___X___
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
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pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
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pixelColor /= 13.0;
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#endif
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// DOF_QUALITY == 1
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#if DOF_QUALITY > 0
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mediump float focusDepth = texture2D(depthFrame, vec2(0.5, 0.5)).r;
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mediump float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0);
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float focusDepth = texture(depthFrame, vec2(0.5, 0.5)).r;
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float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0);
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pixelColor = pixelColor * blurAmount + renderColor * (1.0 - blurAmount);
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#endif
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@@ -160,7 +161,7 @@ void main()
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// ---- VIDEO_BG END ----
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#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
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pixelColor += texture2D(volumetricEnvironmentFrame, textureCoordinate);
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pixelColor += texture(volumetricEnvironmentFrame, textureCoordinate);
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#endif
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@@ -177,13 +178,13 @@ void main()
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pixelColor.rgb = mix(pixelColor.rgb, fade_color.rgb, fade_color.a);
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#endif
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gl_FragColor = pixelColor;
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colorOut = pixelColor;
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//PASSTHROUGH STATEMENT
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// gl_FragColor = texture2D(depthFrame, textureCoordinate);
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// colorOut = texture(depthFrame, textureCoordinate);
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//gl_FragColor = vec4(vec3(blurAmount), 1.0);
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//colorOut = vec4(vec3(blurAmount), 1.0);
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colorOut = vec4(0.0, 0.0, 1.0, 1.0); // FINDME, KIP!!, HACK!!
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}
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