removed unused (for now) blur shaders
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@ -101,47 +101,4 @@ const GLchar tex_fragment_src_external[] =
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" }\n"
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"}\n";
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const GLchar frag_blur_1[] =
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"precision mediump float;\n"
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"varying mediump vec2 v_texcoord; // is in 0-1\n"
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"uniform sampler2D tex;\n"
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"\n"
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"uniform float radius;\n"
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"uniform vec2 halfpixel;\n"
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"\n"
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"void main() {\n"
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" vec2 uv = v_texcoord * 2.0;\n"
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"\n"
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" vec4 sum = texture2D(tex, uv) * 4.0;\n"
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" sum += texture2D(tex, uv - halfpixel.xy * radius);\n"
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" sum += texture2D(tex, uv + halfpixel.xy * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n"
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" sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n"
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" gl_FragColor = sum / 8.0;\n"
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"}\n";
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const GLchar frag_blur_2[] =
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"precision mediump float;\n"
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"varying mediump vec2 v_texcoord; // is in 0-1\n"
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"uniform sampler2D tex;\n"
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"\n"
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"uniform float radius;\n"
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"uniform vec2 halfpixel;\n"
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"\n"
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"void main() {\n"
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" vec2 uv = v_texcoord / 2.0;\n"
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"\n"
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" vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n"
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"\n"
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" sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
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"\n"
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" gl_FragColor = sum / 12.0;\n"
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"}\n";
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#endif
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