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#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec2 BlurDir;
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uniform float Radius;
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uniform float Progress;
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void main() {
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vec4 blurred = vec4(0.0);
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float totalStrength = 0.0;
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float totalAlpha = 0.0;
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float totalSamples = 0.0;
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float progRadius = floor(Radius * Progress);
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for (float r = -progRadius; r <= progRadius; r += 1.0) {
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vec4 texel = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
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totalAlpha = totalAlpha + texel.a;
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totalSamples = totalSamples + 1.0;
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float strength = 1.0 - abs(r / progRadius);
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totalStrength = totalStrength + strength;
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blurred = blurred + texel;
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}
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gl_FragColor = vec4(blurred.rgb / (progRadius * 2.0 + 1.0), totalAlpha);
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}
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