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#version 330 core
in vec2 UV;
out vec4 color;
uniform vec2 offset;
uniform sampler2D inTex;
void main()
{
vec3 mval = vec3(0.0);
mval += (5.0/16.0) * texture(inTex, UV - offset).rgb;
mval += (6.0/16.0) * texture(inTex, UV).rgb;
mval += (5.0/16.0) * texture(inTex, UV + offset).rgb;
color = vec4(mval, 1.0);
}
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