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1#ifdef GL_ES
2precision lowp float;
3#endif
4
5uniform float u_filter[9];
6uniform vec2 u_offsets[9];
7
8uniform sampler2D u_texture;
9
10varying vec4 v_color;
11varying vec2 v_texCoords;
12
13void main() {
14	vec4 sum = vec4(0.0);
15	vec4 tmp = texture2D(u_texture, v_texCoords.st + u_offsets[0]);
16	sum += tmp * u_filter[0];
17	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[1]);
18	sum += tmp * u_filter[1];
19	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[2]);
20	sum += tmp * u_filter[2];
21	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[3]);
22	sum += tmp * u_filter[3];
23	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[4]);
24	sum += tmp * u_filter[4];
25	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[5]);
26	sum += tmp * u_filter[5];
27	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[6]);
28	sum += tmp * u_filter[6];
29	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[7]);
30	sum += tmp * u_filter[7];
31	tmp = texture2D(u_texture, v_texCoords.st + u_offsets[8]);
32	sum += tmp * u_filter[8];
33
34	gl_FragColor = sum;
35}