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#version 300 es
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable
precision highp float;
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
#include "blur2.glsl"
void main() {
fragColor = blur2(v_texcoord, tex, radius, halfpixel);
}
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