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++ VARYING vec2 TexCoord0;
++ VARYING vec2 TexCoord1;
++ VARYING vec2 TexCoord2;
++
++ #define WT3_0 1.0
++ #define WT3_1 0.6
++ #define WT3_NORMALIZE (WT3_0+2.0*(WT3_1))
++
++ vec4 gaussianBlur3TapPremultiplied( sampler2D inSampler )
++ {
++ vec4 OutCol = vec4(0.0);
++ OutCol += texture(inSampler, TexCoord0) * ( WT3_1/WT3_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord1) * ( WT3_0/WT3_NORMALIZE );
++ OutCol += texture(inSampler, TexCoord2) * ( WT3_1/WT3_NORMALIZE );
++ return OutCol;
++ }
++
++ void MAIN()
++ {
++ FRAGCOLOR = gaussianBlur3TapPremultiplied(INPUT);
++ }