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@@ -29,8 +29,8 @@ vec4 GaussianBlur(int blurKernelSize, vec2 blurDir, vec2 blurRadius, float sigma
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for (int i = 1; i <= blurKernelSizeHalfSize; i++)
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{
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- avgValue += texture2D(texSampler, texCoord - i * blurVec) * gaussCoeff.x;
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- avgValue += texture2D(texSampler, texCoord + i * blurVec) * gaussCoeff.x;
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+ avgValue += texture2D(texSampler, texCoord - float(i) * blurVec) * gaussCoeff.x;
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+ avgValue += texture2D(texSampler, texCoord + float(i) * blurVec) * gaussCoeff.x;
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gaussCoeffSum += 2.0 * gaussCoeff.x;
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gaussCoeff.xy *= gaussCoeff.yz;
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