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@animech-public/playcanvas

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var dilatePS = ` varying vec2 vUv0; uniform sampler2D source; uniform vec2 pixelOffset; void main(void) { vec4 c = texture2DLodEXT(source, vUv0, 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 - pixelOffset, 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(0, -pixelOffset.y), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(pixelOffset.x, -pixelOffset.y), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(-pixelOffset.x, 0), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(pixelOffset.x, 0), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(-pixelOffset.x, pixelOffset.y), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + vec2(0, pixelOffset.y), 0.0); c = c.a>0.0? c : texture2DLodEXT(source, vUv0 + pixelOffset, 0.0); gl_FragColor = c; } `; export { dilatePS as default };