move shaders into .glsl files and add #include feature
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13
data/shaders/include/blur.glsl
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13
data/shaders/include/blur.glsl
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@@ -0,0 +1,13 @@
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mediump vec4 blur(sampler2D t, mediump vec2 uv)
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{
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mediump vec4 sum = texture(t, uv);
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sum += textureOffset(t, uv, ivec2(-1, -1));
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sum += textureOffset(t, uv, ivec2(-1, 0));
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sum += textureOffset(t, uv, ivec2(-1, 1));
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sum += textureOffset(t, uv, ivec2( 0, -1));
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sum += textureOffset(t, uv, ivec2( 0, 1));
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sum += textureOffset(t, uv, ivec2( 1, -1));
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sum += textureOffset(t, uv, ivec2( 1, 0));
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sum += textureOffset(t, uv, ivec2( 1, 1));
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return sum / vec4(9.0);
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}
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