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#version 330 core

in vec2 UV;

out vec3 color;

uniform vec2 offset;
uniform sampler2D inTex;

void main()
{
  color = vec3(0.0);
  color += (5.0/16.0) * texture(inTex, UV - offset).rgb;
  color += (6.0/16.0) * texture(inTex, UV).rgb;
  color += (5.0/16.0) * texture(inTex, UV + offset).rgb;
}