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will use 0.667f as a "kawase blur power constant"
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@@ -7,6 +7,8 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
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// that, or simply 0.5, depending on how your uv coord works
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uniform vec2 halfpixel = vec2(0.0, 0.0);
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vec2 twister = vec2(1.0, -1.0);
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@@ -7,6 +7,8 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
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// that, or simply 0.5, depending on how your uv coord works
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uniform vec2 halfpixel = vec2(0.0, 0.0);
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vec2 doublex = vec2(2.0, 0.0);
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