blur.vsh
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#version 150
in vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
uniform vec2 BlurDir;
out vec2 texCoord;
out vec2 sampleStep;
void main() {
vec4 outPos = ProjMat * vec4(Position.xy * OutSize, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
vec2 oneTexel = 1.0 / InSize;
sampleStep = oneTexel * BlurDir;
texCoord = Position.xy;
}