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2026-01-13 18:31:02 +02:00

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uniform sampler2D SCREEN_TEXTURE;
uniform highp float BLUR_AMOUNT;
void fragment() {
highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
highp vec4 color = zTexture(UV);
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
COLOR = vec4(vec3(col), color.a);
}