Resurrection
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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float xstep = 0.5f/800.0f;
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float ystep = 0.5f/600.0f;
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vec4 texColor =
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vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2
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+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1
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+ vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1;
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gl_FragColor = texColor;
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}
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