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| 8 | varying vec2 v_texCoord; |
| 9 | void main() { |
| 10 | gl_Position = vec4(a_position, 0.0, 1.0); |
| 11 | v_texCoord = a_texCoord; |
| 12 | } |
| 13 | `; |
| 14 | var KAWASE_BLUR_SHADER = ` |
| 15 | precision highp float; |
| 16 | uniform sampler2D u_texture; |
| 17 | uniform vec2 u_resolution; |
| 18 | uniform float u_offset; |
| 19 | varying vec2 v_texCoord; |
| 20 | |
| 21 | void main() { |
| 22 | highp vec2 texelSize = 1.0 / u_resolution; |
| 23 | highp vec4 color = vec4(0.0); |
| 24 | |
| 25 | color += texture2D(u_texture, v_texCoord + vec2(-u_offset, -u_offset) * texelSize); |
| 26 | color += texture2D(u_texture, v_texCoord + vec2(u_offset, -u_offset) * texelSize); |
| 27 | color += texture2D(u_texture, v_texCoord + vec2(-u_offset, u_offset) * texelSize); |
| 28 | color += texture2D(u_texture, v_texCoord + vec2(u_offset, u_offset) * texelSize); |
| 29 | |
| 30 | gl_FragColor = color * 0.25; |
| 31 | } |
| 32 | `; |
| 33 | var BLEND_SHADER = ` |
| 34 | precision highp float; |
| 35 | uniform sampler2D u_texture1; |
| 36 | uniform sampler2D u_texture2; |
| 37 | uniform float u_blend; |
| 38 | varying vec2 v_texCoord; |
| 39 | |
| 40 | void main() { |
| 41 | vec4 color1 = texture2D(u_texture1, v_texCoord); |
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