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dotfiles/config/hypr/shaders/blur.glsl
T

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GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
void main() {
float o = 0.003;
vec4 c = vec4(0.0);
c += texture(tex, v_texcoord + vec2(-o, -o)) * 0.0625;
c += texture(tex, v_texcoord + vec2( 0, -o)) * 0.125;
c += texture(tex, v_texcoord + vec2( o, -o)) * 0.0625;
c += texture(tex, v_texcoord + vec2(-o, 0)) * 0.125;
c += texture(tex, v_texcoord ) * 0.25;
c += texture(tex, v_texcoord + vec2( o, 0)) * 0.125;
c += texture(tex, v_texcoord + vec2(-o, o)) * 0.0625;
c += texture(tex, v_texcoord + vec2( 0, o)) * 0.125;
c += texture(tex, v_texcoord + vec2( o, o)) * 0.0625;
fragColor = c;
}