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        "#version 300 es\nprecision highp float; precision highp int;in vec3 vVertexPosition; in vec2 vTextureCoord;uniform sampler2D uTexture; uniform float uAmount; uniform vec2 uMousePos; uniform vec2 uResolution; float ease (int easingFunc, float t) { return t; }out vec4 fragColor;const int kernelSize = 36; float getGaussianWeight(int index) { switch(index) { case 0: return 0.00094768; case 1: return 0.00151965; case 2: return 0.00237008; case 3: return 0.00359517; case 4: return 0.0053041; case 5: return 0.00761097; case 6: return 0.01062197; case 7: return 0.01441804; case 8: return 0.01903459; case 9: return 0.0244409; case 10: return 0.03052299; case 11: return 0.03707432; case 12: return 0.04379813; case 13: return 0.05032389; case 14: return 0.05623791; case 15: return 0.06112521; case 16: return 0.06461716; case 17: return 0.06643724; case 18: return 0.06643724; case 19: return 0.06461716; case 20: return 0.06112521; case 21: return 0.05623791; case 22: return 0.05032389; case 23: return 0.04379813; case 24: return 0.03707432; case 25: return 0.03052299; case 26: return 0.0244409; case 27: return 0.01903459; case 28: return 0.01441804; case 29: return 0.01062197; case 30: return 0.00761097; case 31: return 0.0053041; case 32: return 0.00359517; case 33: return 0.00237008; case 34: return 0.00151965; case 35: return 0.00094768; default: return 0.0; } }vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) { vec4 color = vec4(0.0); vec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000); float inner = distance(uv, pos); float outer = max(0., 1.-distance(uv, pos));float amt = 0 <= 1 ? 6. : 11.; float amount = (uAmount * amt) * ease(0, mix(inner, outer, 1.0000)); color += texture(tex, uv) * getGaussianWeight(0); for (int i = 0; i < kernelSize; i++) { float x = float(i - kernelSize / 2) * amount; color += texture(tex, uv + vec2(x * 0.001) * direction * vec2(1.0000, 1. - 1.0000)) * getGaussianWeight(i); } return color; }vec4 blur(vec2 uv, vec2 direction) { return GaussianBlur(uTexture, uv, direction); }void main() { vec2 uv = vTextureCoord; vec4 color = vec4(0); int dir = 0 % 2; vec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction); fragColor = color;}",
        "#version 300 es\nprecision highp float; precision highp int;in vec3 vVertexPosition; in vec2 vTextureCoord;uniform sampler2D uTexture; uniform float uAmount; uniform vec2 uMousePos; uniform vec2 uResolution; float ease (int easingFunc, float t) { return t; }out vec4 fragColor;const int kernelSize = 36; float getGaussianWeight(int index) { switch(index) { case 0: return 0.00094768; case 1: return 0.00151965; case 2: return 0.00237008; case 3: return 0.00359517; case 4: return 0.0053041; case 5: return 0.00761097; case 6: return 0.01062197; case 7: return 0.01441804; case 8: return 0.01903459; case 9: return 0.0244409; case 10: return 0.03052299; case 11: return 0.03707432; case 12: return 0.04379813; case 13: return 0.05032389; case 14: return 0.05623791; case 15: return 0.06112521; case 16: return 0.06461716; case 17: return 0.06643724; case 18: return 0.06643724; case 19: return 0.06461716; case 20: return 0.06112521; case 21: return 0.05623791; case 22: return 0.05032389; case 23: return 0.04379813; case 24: return 0.03707432; case 25: return 0.03052299; case 26: return 0.0244409; case 27: return 0.01903459; case 28: return 0.01441804; case 29: return 0.01062197; case 30: return 0.00761097; case 31: return 0.0053041; case 32: return 0.00359517; case 33: return 0.00237008; case 34: return 0.00151965; case 35: return 0.00094768; default: return 0.0; } }vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) { vec4 color = vec4(0.0); vec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000); float inner = distance(uv, pos); float outer = max(0., 1.-distance(uv, pos));float amt = 1 <= 1 ? 6. : 11.; float amount = (uAmount * amt) * ease(0, mix(inner, outer, 1.0000)); color += texture(tex, uv) * getGaussianWeight(0); for (int i = 0; i < kernelSize; i++) { float x = float(i - kernelSize / 2) * amount; color += texture(tex, uv + vec2(x * 0.001) * direction * vec2(1.0000, 1. - 1.0000)) * getGaussianWeight(i); } return color; }vec4 blur(vec2 uv, vec2 direction) { return GaussianBlur(uTexture, uv, direction); }void main() { vec2 uv = vTextureCoord; vec4 color = vec4(0); int dir = 1 % 2; vec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction); fragColor = color;}",
        "#version 300 es\nprecision highp float; precision highp int;in vec3 vVertexPosition; in vec2 vTextureCoord;uniform sampler2D uTexture; uniform float uAmount; uniform vec2 uMousePos; uniform vec2 uResolution; float ease (int easingFunc, float t) { return t; }out vec4 fragColor;const int kernelSize = 36; float getGaussianWeight(int index) { switch(index) { case 0: return 0.00094768; case 1: return 0.00151965; case 2: return 0.00237008; case 3: return 0.00359517; case 4: return 0.0053041; case 5: return 0.00761097; case 6: return 0.01062197; case 7: return 0.01441804; case 8: return 0.01903459; case 9: return 0.0244409; case 10: return 0.03052299; case 11: return 0.03707432; case 12: return 0.04379813; case 13: return 0.05032389; case 14: return 0.05623791; case 15: return 0.06112521; case 16: return 0.06461716; case 17: return 0.06643724; case 18: return 0.06643724; case 19: return 0.06461716; case 20: return 0.06112521; case 21: return 0.05623791; case 22: return 0.05032389; case 23: return 0.04379813; case 24: return 0.03707432; case 25: return 0.03052299; case 26: return 0.0244409; case 27: return 0.01903459; case 28: return 0.01441804; case 29: return 0.01062197; case 30: return 0.00761097; case 31: return 0.0053041; case 32: return 0.00359517; case 33: return 0.00237008; case 34: return 0.00151965; case 35: return 0.00094768; default: return 0.0; } }vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) { vec4 color = vec4(0.0); vec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000); float inner = distance(uv, pos); float outer = max(0., 1.-distance(uv, pos));float amt = 2 <= 1 ? 6. : 11.; float amount = (uAmount * amt) * ease(0, mix(inner, outer, 1.0000)); color += texture(tex, uv) * getGaussianWeight(0); for (int i = 0; i < kernelSize; i++) { float x = float(i - kernelSize / 2) * amount; color += texture(tex, uv + vec2(x * 0.001) * direction * vec2(1.0000, 1. - 1.0000)) * getGaussianWeight(i); } return color; }vec4 blur(vec2 uv, vec2 direction) { return GaussianBlur(uTexture, uv, direction); }void main() { vec2 uv = vTextureCoord; vec4 color = vec4(0); int dir = 2 % 2; vec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction); fragColor = color;}",
        "#version 300 es\nprecision highp float; precision highp int;in vec3 vVertexPosition; in vec2 vTextureCoord;uniform sampler2D uTexture; uniform float uAmount; uniform vec2 uMousePos; uniform vec2 uResolution; float ease (int easingFunc, float t) { return t; } uvec2 pcg2d(uvec2 v) { v = v * 1664525u + 1013904223u; v.x += v.y * v.y * 1664525u + 1013904223u; v.y += v.x * v.x * 1664525u + 1013904223u; v ^= v >> 16; v.x += v.y * v.y * 1664525u + 1013904223u; v.y += v.x * v.x * 1664525u + 1013904223u; return v; }float randFibo(vec2 p) { uvec2 v = floatBitsToUint(p); v = pcg2d(v); uint r = v.x ^ v.y; return float(r) / float(0xffffffffu); }out vec4 fragColor;const int kernelSize = 36; float getGaussianWeight(int index) { switch(index) { case 0: return 0.00094768; case 1: return 0.00151965; case 2: return 0.00237008; case 3: return 0.00359517; case 4: return 0.0053041; case 5: return 0.00761097; case 6: return 0.01062197; case 7: return 0.01441804; case 8: return 0.01903459; case 9: return 0.0244409; case 10: return 0.03052299; case 11: return 0.03707432; case 12: return 0.04379813; case 13: return 0.05032389; case 14: return 0.05623791; case 15: return 0.06112521; case 16: return 0.06461716; case 17: return 0.06643724; case 18: return 0.06643724; case 19: return 0.06461716; case 20: return 0.06112521; case 21: return 0.05623791; case 22: return 0.05032389; case 23: return 0.04379813; case 24: return 0.03707432; case 25: return 0.03052299; case 26: return 0.0244409; case 27: return 0.01903459; case 28: return 0.01441804; case 29: return 0.01062197; case 30: return 0.00761097; case 31: return 0.0053041; case 32: return 0.00359517; case 33: return 0.00237008; case 34: return 0.00151965; case 35: return 0.00094768; default: return 0.0; } }vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) { vec4 color = vec4(0.0); vec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000); float inner = distance(uv, pos); float outer = max(0., 1.-distance(uv, pos));float amt = 3 <= 1 ? 6. : 11.; float amount = (uAmount * amt) * ease(0, mix(inner, outer, 1.0000)); color += texture(tex, uv) * getGaussianWeight(0); for (int i = 0; i < kernelSize; i++) { float x = float(i - kernelSize / 2) * amount; color += texture(tex, uv + vec2(x * 0.001) * direction * vec2(1.0000, 1. - 1.0000)) * getGaussianWeight(i); } return color; }vec4 blur(vec2 uv, vec2 direction) { return GaussianBlur(uTexture, uv, direction); }void main() { vec2 uv = vTextureCoord; vec4 color = vec4(0); int dir = 3 % 2; vec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction);float dither = (randFibo(gl_FragCoord.xy) - 0.5) / 255.0; color.rgb += dither; fragColor = color;}"
      ],
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        "#version 300 es\nprecision mediump float;in vec3 aVertexPosition; in vec2 aTextureCoord;uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform mat4 uTextureMatrix;out vec2 vTextureCoord; out vec3 vVertexPosition;void main() { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); vTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy; }"
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