Cleaning up intensive blur shader
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@@ -3,19 +3,17 @@
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// Used for editors
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int steps = 16;
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int stepsInside = 2;
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float strength = 0.0075;
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const int steps = 16;
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const int stepsInside = 2;
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const float strength = 0.0075;
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vec4 getColor(vec2 pos) {
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vec2 ps = (pos);
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ps = clamp(ps, vec2(0.0), 1.0 - (1.0 / openfl_TextureSize.xy));
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return flixel_texture2D(bitmap, (ps));
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pos = clamp(pos, vec2(0.0), vec2(1.0));//1.0 - (1.0 / openfl_TextureSize.xy));
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return flixel_texture2D(bitmap, pos);
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}
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void main() {
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// vec2 camPos = getCamPos(openfl_TextureCoordv);
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vec2 camPos = openfl_TextureCoordv;
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if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
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return;
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vec4 color = getColor(camPos);
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float fsteps = float(steps);
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