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- /* VBlurVertexShader.glsl */
- attribute vec3 position;
- attribute vec4 color;
- attribute vec2 uv;
-
- uniform mediump float step;
- varying mediump vec4 v_color;
- varying mediump vec2 v_texCoord;
- varying mediump vec2 v_blurTexCoords0;
- varying mediump vec2 v_blurTexCoords1;
- varying mediump vec2 v_blurTexCoords2;
- varying mediump vec2 v_blurTexCoords3;
- varying mediump vec2 v_blurTexCoords4;
- varying mediump vec2 v_blurTexCoords5;
- varying mediump vec2 v_blurTexCoords6;
- varying mediump vec2 v_blurTexCoords7;
- varying mediump vec2 v_blurTexCoords8;
- varying mediump vec2 v_blurTexCoords9;
- varying mediump vec2 v_blurTexCoords10;
- varying mediump vec2 v_blurTexCoords11;
- varying mediump vec2 v_blurTexCoords12;
- varying mediump vec2 v_blurTexCoords13;
-
-
- void main()
- {
- gl_Position = vec4(position.xy, 0, 1.0);
- mediump float z = step;
- v_color = color;
- v_texCoord = uv;
- v_blurTexCoords0 = v_texCoord + vec2(0.0, -z * 7.0);
- v_blurTexCoords1 = v_texCoord + vec2(0.0, -z * 6.0);
- v_blurTexCoords2 = v_texCoord + vec2(0.0, -z * 5.0);
- v_blurTexCoords3 = v_texCoord + vec2(0.0, -z * 4.0);
- v_blurTexCoords4 = v_texCoord + vec2(0.0, -z * 3.0);
- v_blurTexCoords5 = v_texCoord + vec2(0.0, -z * 2.0);
- v_blurTexCoords6 = v_texCoord + vec2(0.0, -z);
- v_blurTexCoords7 = v_texCoord + vec2(0.0, z);
- v_blurTexCoords8 = v_texCoord + vec2(0.0, z * 2.0);
- v_blurTexCoords9 = v_texCoord + vec2(0.0, z * 3.0);
- v_blurTexCoords10 = v_texCoord + vec2(0.0, z * 4.0);
- v_blurTexCoords11 = v_texCoord + vec2(0.0, z * 5.0);
- v_blurTexCoords12 = v_texCoord + vec2(0.0, z * 6.0);
- v_blurTexCoords13 = v_texCoord + vec2(0.0, z * 7.0);
- }
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