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.gitignore

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#########################
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# openFrameworks patterns
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#########################
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# build files
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openFrameworks.a
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openFrameworksDebug.a
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openFrameworksUniversal.a
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libs/openFrameworksCompiled/lib/*/*
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!libs/openFrameworksCompiled/lib/*/.gitkeep
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# apothecary
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scripts/apothecary/build
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# rule to avoid non-official addons going into git
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# see addons/.gitignore
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addons/*
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# rule to avoid non-official apps going into git
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# see apps/.gitignore
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apps/*
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# also, see examples/.gitignore
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#########################
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# general
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#########################
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[Bb]uild/
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[Oo]bj/
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*.o
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examples/**/[Dd]ebug*/
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examples/**/[Rr]elease*/
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examples/**/gcc-debug/
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examples/**/gcc-release/
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tests/**/[Dd]ebug*/
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tests/**/[Rr]elease*/
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tests/**/gcc-debug/
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tests/**/gcc-release/
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*.mode*
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*.app/
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*.pyc
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.svn/
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*.log
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*.cpp.eep
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*.cpp.elf
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*.cpp.hex
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#########################
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# IDE
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#########################
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# XCode
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*.pbxuser
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*.perspective
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*.perspectivev3
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*.mode1v3
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*.mode2v3
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# XCode 4
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xcuserdata
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*.xcworkspace
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# Code::Blocks
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*.depend
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*.layout
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# Visual Studio
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*.sdf
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*.opensdf
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*.suo
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*.pdb
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*.ilk
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*.aps
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ipch/
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# Eclipse
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.metadata
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local.properties
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.externalToolBuilders
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# Android Studio
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.idea
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.gradle
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gradle
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gradlew
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gradlew.bat
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# QtCreator
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*.qbs.user
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*.pro.user
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*.pri
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#########################
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# operating system
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#########################
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# Linux
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*~
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# KDE
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.directory
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.AppleDouble
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# OSX
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.DS_Store
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*.swp
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*~.nib
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# Thumbnails
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._*
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# Windows
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# Windows image file caches
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Thumbs.db
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# Folder config file
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Desktop.ini
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# Android
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.csettings
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/libs/openFrameworksCompiled/project/android/paths.make
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# Android Studio
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*.iml
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#########################
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# miscellaneous
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#########################
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.mailmap

Makefile

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# Attempt to load a config.make file.
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# If none is found, project defaults in config.project.make will be used.
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ifneq ($(wildcard config.make),)
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include config.make
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endif
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# make sure the the OF_ROOT location is defined
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ifndef OF_ROOT
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OF_ROOT=$(realpath ../../..)
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endif
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# call the project makefile!
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include $(OF_ROOT)/libs/openFrameworksCompiled/project/makefileCommon/compile.project.mk

Project.xcconfig

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//THE PATH TO THE ROOT OF OUR OF PATH RELATIVE TO THIS PROJECT.
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//THIS NEEDS TO BE DEFINED BEFORE CoreOF.xcconfig IS INCLUDED
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OF_PATH = ../../..
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//THIS HAS ALL THE HEADER AND LIBS FOR OF CORE
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#include "../../../libs/openFrameworksCompiled/project/osx/CoreOF.xcconfig"
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//ICONS - NEW IN 0072
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ICON_NAME_DEBUG = icon-debug.icns
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ICON_NAME_RELEASE = icon.icns
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ICON_FILE_PATH = $(OF_PATH)/libs/openFrameworksCompiled/project/osx/
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//IF YOU WANT AN APP TO HAVE A CUSTOM ICON - PUT THEM IN YOUR DATA FOLDER AND CHANGE ICON_FILE_PATH to:
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//ICON_FILE_PATH = bin/data/
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OTHER_LDFLAGS = $(OF_CORE_LIBS) $(OF_CORE_FRAMEWORKS)
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HEADER_SEARCH_PATHS = $(OF_CORE_HEADERS)

addons.make

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bin/data/.gitkeep

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bin/data/bg.jpg

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bin/data/mplus-1m-regular.ttf

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bin/data/shadersES2/shaderBlurX.frag

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precision highp float;
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uniform sampler2D tex0;
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uniform float blurAmnt;
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varying vec2 texCoordVarying;
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void main()
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{
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//http://izmiz.hateblo.jp/entry/2014/10/09/002932
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//vec4 color;
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vec4 color = vec4(0);
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color += 1.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -4.0, 0.0));
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color += 2.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -3.0, 0.0));
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color += 3.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -2.0, 0.0));
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color += 4.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * -1.0, 0.0));
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color += 5.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt, 0.0));
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color += 4.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 1.0, 0.0));
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color += 3.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 2.0, 0.0));
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color += 2.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 3.0, 0.0));
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color += 1.0 * texture2D(tex0, texCoordVarying + vec2(blurAmnt * 4.0, 0.0));
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color /= 25.0;
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gl_FragColor = color;
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}

bin/data/shadersES2/shaderBlurX.vert

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uniform mat4 modelViewProjectionMatrix;
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attribute vec4 position;
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attribute vec2 texcoord;
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varying vec2 texCoordVarying;
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void main()
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{
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texCoordVarying = texcoord;
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gl_Position = modelViewProjectionMatrix * position;
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}

bin/data/shadersES2/shaderBlurY.frag

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precision highp float;
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uniform sampler2D tex0;
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uniform float blurAmnt;
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varying vec2 texCoordVarying;
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void main()
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{
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//http://izmiz.hateblo.jp/entry/2014/10/09/002932
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//vec4 color;
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vec4 color = vec4(0);
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color += 1.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 4.0));
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color += 2.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 3.0));
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color += 3.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 2.0));
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color += 4.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * 1.0));
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color += 5.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt));
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color += 4.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -1.0));
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color += 3.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -2.0));
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color += 2.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -3.0));
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color += 1.0 * texture2D(tex0, texCoordVarying + vec2(0.0, blurAmnt * -4.0));
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color /= 25.0;
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gl_FragColor = color;
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}

bin/data/shadersES2/shaderBlurY.vert

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uniform mat4 modelViewProjectionMatrix;
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attribute vec4 position;
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attribute vec2 texcoord;
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varying vec2 texCoordVarying;
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void main()
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{
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texCoordVarying = texcoord;
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gl_Position = modelViewProjectionMatrix * position;
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}

bin/data/shadersGL2/shaderBlurX.frag

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#version 120
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uniform sampler2DRect tex0;
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uniform float blurAmnt;
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varying vec2 texCoordVarying;
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void main()
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{
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//http://izmiz.hateblo.jp/entry/2014/10/09/002932
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//vec4 color;
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vec4 color = vec4(0);
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color += 1.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * -4.0, 0.0));
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color += 2.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * -3.0, 0.0));
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color += 3.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * -2.0, 0.0));
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color += 4.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * -1.0, 0.0));
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color += 5.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt, 0));
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color += 4.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * 1.0, 0.0));
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color += 3.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * 2.0, 0.0));
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color += 2.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * 3.0, 0.0));
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color += 1.0 * texture2DRect(tex0, texCoordVarying + vec2(blurAmnt * 4.0, 0.0));
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color /= 25.0;
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gl_FragColor = color;
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}

bin/data/shadersGL2/shaderBlurX.vert

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#version 120
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varying vec2 texCoordVarying;
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void main(void)
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{
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texCoordVarying = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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}

bin/data/shadersGL2/shaderBlurY.frag

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#version 120
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uniform sampler2DRect tex0;
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uniform float blurAmnt;
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varying vec2 texCoordVarying;
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void main()
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{
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//http://izmiz.hateblo.jp/entry/2014/10/09/002932
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//vec4 color;
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vec4 color = vec4(0);
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color += 1.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * 4.0));
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color += 2.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * 3.0));
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color += 3.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * 2.0));
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color += 4.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * 1.0));
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color += 5.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt));
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color += 4.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * -1.0));
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color += 3.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * -2.0));
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color += 2.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * -3.0));
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color += 1.0 * texture2DRect(tex0, texCoordVarying + vec2(0.0, blurAmnt * -4.0));
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color /= 25.0;
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gl_FragColor = color;
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}

bin/data/shadersGL2/shaderBlurY.vert

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#version 120
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varying vec2 texCoordVarying;
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void main(void)
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{
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texCoordVarying = gl_MultiTexCoord0.xy;
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gl_Position = ftransform();
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}

bin/data/shadersGL3/shaderBlurX.frag

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#version 150
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uniform sampler2DRect tex0;
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uniform float blurAmnt;
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in vec2 texCoordVarying;
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out vec4 outputColor;
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void main()
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{
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//http://izmiz.hateblo.jp/entry/2014/10/09/002932
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//vec4 color;
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vec4 color = vec4(0);
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color += 1.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * -4.0, 0.0));
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color += 2.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * -3.0, 0.0));
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color += 3.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * -2.0, 0.0));
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color += 4.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * -1.0, 0.0));
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color += 5.0 * texture(tex0, texCoordVarying + vec2(blurAmnt, 0));
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color += 4.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * 1.0, 0.0));
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color += 3.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * 2.0, 0.0));
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color += 2.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * 3.0, 0.0));
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color += 1.0 * texture(tex0, texCoordVarying + vec2(blurAmnt * 4.0, 0.0));
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color /= 25.0;
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outputColor = color;
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}

bin/data/shadersGL3/shaderBlurX.vert

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#version 150
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// these are for the programmable pipeline system
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 textureMatrix;
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in vec4 position;
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in vec2 texcoord;
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in vec4 normal;
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in vec4 color;
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out vec2 texCoordVarying;
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void main()
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{
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#ifdef INTEL_CARD
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color = vec4(1.0); // for intel HD cards
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normal = vec4(1.0); // for intel HD cards
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#endif
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texCoordVarying = texcoord;
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gl_Position = modelViewProjectionMatrix * position;
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}

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