9f1cb386
dangge
auto package
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#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D CC_Texture0;
uniform vec2 blurSize;
void main() {
vec4 sum = vec4(0.0);
vec4 substract = vec4(0,0,0,0);
float alpha = texture2D(CC_Texture0 , v_texCoord).a;
sum += texture2D(CC_Texture0, v_texCoord - 4.0 * blurSize) * 0.05;
sum += texture2D(CC_Texture0, v_texCoord - 3.0 * blurSize) * 0.09;
sum += texture2D(CC_Texture0, v_texCoord - 2.0 * blurSize) * 0.12;
sum += texture2D(CC_Texture0, v_texCoord - 1.0 * blurSize) * 0.15;
sum += texture2D(CC_Texture0, v_texCoord ) * 0.16;
sum += texture2D(CC_Texture0, v_texCoord + 1.0 * blurSize) * 0.15;
sum += texture2D(CC_Texture0, v_texCoord + 2.0 * blurSize) * 0.12;
sum += texture2D(CC_Texture0, v_texCoord + 3.0 * blurSize) * 0.09;
sum += texture2D(CC_Texture0, v_texCoord + 4.0 * blurSize) * 0.05;
vec4 temp = vec4(0,0,0,0);
temp = (sum - substract) * v_fragmentColor;
if(alpha < 0.05)
{
gl_FragColor = vec4(0 , 0 , 0 , 0);
}
else
{
gl_FragColor = temp;
}
}
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