wip
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@@ -5,8 +5,11 @@
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_functions.glsl
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uniform sampler2D iTex0;
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void main() {
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fragColor = texture(iTex0, vUV);
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vec3 c = gauss(iTex0, vUV, 2, 0.005).xyz;
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fragColor = vec4(c, 1);
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}
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