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Update blur.glsl
made the blur spatially uniform (seemed to be a typo)
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@@ -36,7 +36,7 @@ void main(void) {
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vec4 col8 = texture2D(texture, tc8);
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vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
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2.0 * col3 + 4.0 * col4 + 2.0 * col4 +
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1.0 * col5 + 2.0 * col6 + 1.0 * col7) / 16.0;
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2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
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1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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