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++ VARYING vec2 TexCoord0;
++ VARYING vec2 TexCoord1;
++ VARYING vec2 TexCoord2;
++ VARYING vec2 TexCoord3;
++ VARYING vec2 TexCoord4;
++ VARYING vec2 TexCoord5;
++ VARYING vec2 TexCoord6;
++
++ #define WT7_0 20.0
++ #define WT7_1 15.0
++ #define WT7_2 6.0
++ #define WT7_3 1.0
++ #define WT7_NORMALIZE (WT7_0+2.0*(WT7_1+WT7_2+WT7_3))
++
++ vec4 gaussianBlur(sampler2D inSampler)
++ {
++ vec4 OutCol = vec4(0.0);
++ OutCol += texture(inSampler, TexCoord0) * ( WT7_1/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord1) * ( WT7_2/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord2) * ( WT7_3/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord3) * ( WT7_0/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord4) * ( WT7_1/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord5) * ( WT7_2/WT7_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord6) * ( WT7_3/WT7_NORMALIZE );
++ return OutCol;
++ }
++
++ void MAIN()
++ {
++ FRAGCOLOR = gaussianBlur(INPUT);
++ }