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blurredV1.vert
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attribute vec2 position;
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
vec2 uv = position * 0.5 + 0.5;
v_texCoord = uv;
v_blurTexCoords[ 0] = uv + vec2(0.0, -0.007);
v_blurTexCoords[ 1] = uv + vec2(0.0, -0.006);
v_blurTexCoords[ 2] = uv + vec2(0.0, -0.005);
v_blurTexCoords[ 3] = uv + vec2(0.0, -0.004);
v_blurTexCoords[ 4] = uv + vec2(0.0, -0.003);
v_blurTexCoords[ 5] = uv + vec2(0.0, -0.002);
v_blurTexCoords[ 6] = uv + vec2(0.0, -0.001);
v_blurTexCoords[ 7] = uv + vec2(0.0, 0.001);
v_blurTexCoords[ 8] = uv + vec2(0.0, 0.002);
v_blurTexCoords[ 9] = uv + vec2(0.0, 0.003);
v_blurTexCoords[10] = uv + vec2(0.0, 0.004);
v_blurTexCoords[11] = uv + vec2(0.0, 0.005);
v_blurTexCoords[12] = uv + vec2(0.0, 0.006);
v_blurTexCoords[13] = uv + vec2(0.0, 0.007);
}