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<-vertex->
#version 120
varying vec2 uv;
void main(void)
{
uv = gl_MultiTexCoord0.st;
gl_Position = ftransform();
}
<-fragment->
uniform sampler2D sceneTex; // 0
varying vec2 uv;
void main ()
{
vec4 c = texture2D(sceneTex, uv);
c += texture2D(sceneTex, uv+0.001);
c += texture2D(sceneTex, uv+0.003);
c += texture2D(sceneTex, uv+0.005);
c += texture2D(sceneTex, uv+0.007);
c += texture2D(sceneTex, uv+0.009);
c += texture2D(sceneTex, uv+0.011);
c += texture2D(sceneTex, uv-0.001);
c += texture2D(sceneTex, uv-0.003);
c += texture2D(sceneTex, uv-0.005);
c += texture2D(sceneTex, uv-0.007);
c += texture2D(sceneTex, uv-0.009);
c += texture2D(sceneTex, uv-0.011);
c.rgb = vec3((c.r+c.g+c.b)/3.0);
c = c / 9.5;
gl_FragColor = c;
}