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@petkoneo/phaser3-rex-plugins

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const frag = `\ #ifdef GL_FRAGMENT_PRECISION_HIGH #define highmedp highp #else #define highmedp mediump #endif precision highmedp float; // Scene buffer uniform sampler2D uMainSampler; varying vec2 outTexCoord; // Effect parameters uniform vec2 uOffset; void main (void) { vec4 color = vec4(0.0); // Sample top left pixel color += texture2D(uMainSampler, vec2(outTexCoord.x - uOffset.x, outTexCoord.y + uOffset.y)); // Sample top right pixel color += texture2D(uMainSampler, vec2(outTexCoord.x + uOffset.x, outTexCoord.y + uOffset.y)); // Sample bottom right pixel color += texture2D(uMainSampler, vec2(outTexCoord.x + uOffset.x, outTexCoord.y - uOffset.y)); // Sample bottom left pixel color += texture2D(uMainSampler, vec2(outTexCoord.x - uOffset.x, outTexCoord.y - uOffset.y)); // Average color *= 0.25; gl_FragColor = color; } `; export default frag;