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needs more shader (for smoothing out lightmap render)
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@@ -1,11 +1,13 @@
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precision mediump float;
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precision highp float;
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uniform vec3 iResolution;
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uniform sampler2D iChannel0;
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uniform bool flip;
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uniform vec2 direction;
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#pragma glslify: blur = require('../')
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//uniform mat4 u_projTrans;
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#pragma glslify: blur = require('13')
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void main() {
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vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
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