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// A simple un.directional blur.
// DIRECTION_VERTICAL will be #defined to 1 if we are doing a vertical blur,
// 0 otherwise.
// Implicit uniforms:
// uniform vec2 PREFIX(samples)[NUM_TAPS / 2 + 1];
vec4 FUNCNAME(vec2 tc) {
vec4 sum = vec4(PREFIX(samples)[0].y) * INPUT(tc);
for (int i = 1; i < NUM_TAPS / 2 + 1; ++i) {
vec2 sample = PREFIX(samples)[i];
vec2 sample1_tc = tc, sample2_tc = tc;
#if DIRECTION_VERTICAL
sample1_tc.y -= sample.x;
sample2_tc.y += sample.x;
#else
sample1_tc.x -= sample.x;
sample2_tc.x += sample.x;
#endif
sum += vec4(sample.y) * (INPUT(sample1_tc) + INPUT(sample2_tc));
}
return sum;
}
#undef DIRECTION_VERTICAL