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			243 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			243 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CCameraBlurFilter
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| #attribute position4
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| #attribute uv4
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest none
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| #depthwrite false
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| #culling none
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| 
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| 
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| #vertex glsl
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| layout(location=0) in vec4 posIn;
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| layout(location=1) in vec4 uvIn;
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| 
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| UBINDING0 uniform CameraBlurUniform
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| {
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|     vec4 uv0;
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|     vec4 uv1;
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|     vec4 uv2;
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|     vec4 uv3;
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|     vec4 uv4;
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|     vec4 uv5;
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|     float opacity;
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| };
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| 
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| struct VertToFrag
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| {
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|     vec2 uvReg;
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|     vec2 uv0;
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|     vec2 uv1;
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|     vec2 uv2;
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|     vec2 uv3;
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|     vec2 uv4;
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|     vec2 uv5;
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|     float opacity;
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| };
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| 
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| SBINDING(0) out VertToFrag vtf;
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| void main()
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| {
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|     vtf.uvReg = uvIn.xy;
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|     vtf.uv0 = uv0.xy + uvIn.xy;
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|     vtf.uv1 = uv1.xy + uvIn.xy;
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|     vtf.uv2 = uv2.xy + uvIn.xy;
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|     vtf.uv3 = uv3.xy + uvIn.xy;
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|     vtf.uv4 = uv4.xy + uvIn.xy;
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|     vtf.uv5 = uv5.xy + uvIn.xy;
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|     vtf.opacity = opacity;
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|     gl_Position = vec4(posIn.xyz, 1.0);
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| }
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| 
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| #fragment glsl
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| struct VertToFrag
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| {
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|     vec2 uvReg;
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|     vec2 uv0;
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|     vec2 uv1;
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|     vec2 uv2;
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|     vec2 uv3;
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|     vec2 uv4;
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|     vec2 uv5;
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|     float opacity;
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| };
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| 
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| SBINDING(0) in VertToFrag vtf;
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| layout(location=0) out vec4 colorOut;
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| TBINDING0 uniform sampler2D sceneTex;
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| void main()
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| {
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|     vec4 colorSample = texture(sceneTex, vtf.uvReg) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv0) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv1) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv2) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv3) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv4) * 0.14285715;
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|     colorSample += texture(sceneTex, vtf.uv5) * 0.14285715;
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|     colorOut = vec4(colorSample.rgb, vtf.opacity);
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| }
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| 
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| 
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| #vertex hlsl
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| struct VertData
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| {
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|     float4 posIn : POSITION;
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|     float4 uvIn : UV;
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| };
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| 
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| cbuffer CameraBlurUniform : register(b0)
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| {
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|     float4 uv0;
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|     float4 uv1;
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|     float4 uv2;
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|     float4 uv3;
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|     float4 uv4;
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|     float4 uv5;
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|     float opacity;
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| };
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| 
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| struct VertToFrag
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| {
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|     float4 position : SV_Position;
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|     float2 uvReg : UV6;
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|     float2 uv0 : UV0;
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|     float2 uv1 : UV1;
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|     float2 uv2 : UV2;
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|     float2 uv3 : UV3;
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|     float2 uv4 : UV4;
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|     float2 uv5 : UV5;
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|     float opacity : OPACITY;
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| };
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| 
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| VertToFrag main(in VertData v)
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| {
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|     VertToFrag vtf;
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|     vtf.uvReg = v.uvIn.xy;
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|     vtf.uvReg.y = 1.0 - vtf.uvReg.y;
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|     vtf.uv0 = uv0.xy + v.uvIn.xy;
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|     vtf.uv0.y = 1.0 - vtf.uv0.y;
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|     vtf.uv1 = uv1.xy + v.uvIn.xy;
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|     vtf.uv1.y = 1.0 - vtf.uv1.y;
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|     vtf.uv2 = uv2.xy + v.uvIn.xy;
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|     vtf.uv2.y = 1.0 - vtf.uv2.y;
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|     vtf.uv3 = uv3.xy + v.uvIn.xy;
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|     vtf.uv3.y = 1.0 - vtf.uv3.y;
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|     vtf.uv4 = uv4.xy + v.uvIn.xy;
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|     vtf.uv4.y = 1.0 - vtf.uv4.y;
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|     vtf.uv5 = uv5.xy + v.uvIn.xy;
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|     vtf.uv5.y = 1.0 - vtf.uv5.y;
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|     vtf.opacity = opacity;
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|     vtf.position = float4(v.posIn.xyz, 1.0);
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|     return vtf;
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| }
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| 
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| #fragment hlsl
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| Texture2D sceneTex : register(t0);
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| SamplerState samp : register(s0);
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| struct VertToFrag
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| {
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|     float4 position : SV_Position;
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|     float2 uvReg : UV6;
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|     float2 uv0 : UV0;
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|     float2 uv1 : UV1;
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|     float2 uv2 : UV2;
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|     float2 uv3 : UV3;
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|     float2 uv4 : UV4;
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|     float2 uv5 : UV5;
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|     float opacity : OPACITY;
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| };
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| 
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 colorSample = sceneTex.Sample(samp, vtf.uvReg) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv0) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv1) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv2) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv3) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv4) * 0.14285715;
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|     colorSample += sceneTex.Sample(samp, vtf.uv5) * 0.14285715;
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|     return float4(colorSample.rgb, vtf.opacity);
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| }
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| 
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| 
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| #vertex metal
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| struct VertData
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| {
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|     float4 posIn [[ attribute(0) ]];
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|     float4 uvIn [[ attribute(1) ]];
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| };
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| 
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| struct CameraBlurUniform
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| {
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|     float4 uv0;
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|     float4 uv1;
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|     float4 uv2;
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|     float4 uv3;
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|     float4 uv4;
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|     float4 uv5;
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|     float opacity;
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| };
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| 
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| struct VertToFrag
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| {
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|     float4 position [[ position ]];
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|     float2 uvReg;
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|     float2 uv0;
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|     float2 uv1;
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|     float2 uv2;
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|     float2 uv3;
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|     float2 uv4;
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|     float2 uv5;
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|     float opacity;
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| };
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| 
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| vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CameraBlurUniform& cbu [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     vtf.uvReg = v.uvIn.xy;
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|     vtf.uvReg.y = 1.0 - vtf.uvReg.y;
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|     vtf.uv0 = cbu.uv0.xy + v.uvIn.xy;
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|     vtf.uv0.y = 1.0 - vtf.uv0.y;
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|     vtf.uv1 = cbu.uv1.xy + v.uvIn.xy;
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|     vtf.uv1.y = 1.0 - vtf.uv1.y;
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|     vtf.uv2 = cbu.uv2.xy + v.uvIn.xy;
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|     vtf.uv2.y = 1.0 - vtf.uv2.y;
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|     vtf.uv3 = cbu.uv3.xy + v.uvIn.xy;
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|     vtf.uv3.y = 1.0 - vtf.uv3.y;
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|     vtf.uv4 = cbu.uv4.xy + v.uvIn.xy;
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|     vtf.uv4.y = 1.0 - vtf.uv4.y;
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|     vtf.uv5 = cbu.uv5.xy + v.uvIn.xy;
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|     vtf.uv5.y = 1.0 - vtf.uv5.y;
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|     vtf.opacity = cbu.opacity;
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|     vtf.position = float4(v.posIn.xyz, 1.0);
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|     return vtf;
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| }
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| 
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| #fragment metal
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| struct VertToFrag
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| {
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|     float4 position [[ position ]];
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|     float2 uvReg;
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|     float2 uv0;
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|     float2 uv1;
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|     float2 uv2;
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|     float2 uv3;
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|     float2 uv4;
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|     float2 uv5;
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|     float opacity;
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| };
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| 
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| fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]],
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|                       texture2d<float> sceneTex [[ texture(0) ]])
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| {
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|     float4 colorSample = sceneTex.sample(samp, vtf.uvReg) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv0) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv1) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv2) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv3) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv4) * 0.14285715;
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|     colorSample += sceneTex.sample(samp, vtf.uv5) * 0.14285715;
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|     return float4(colorSample.rgb, vtf.opacity);
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| }
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