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fix some errors to work as on GLSL
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@ -8,8 +8,8 @@ layout(push_constant) uniform Push
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} params;
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// Parameter lines go here:
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#pragma parameter blurx "Convergence X" 0.25 -2.0 2.0 0.05
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#pragma parameter blury "Convergence Y" -0.15 -2.0 2.0 0.05
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#pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05
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#pragma parameter blury "Convergence Y" -0.15 -4.0 4.0 0.05
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#pragma parameter warpx "Curvature X" 0.03 0.0 0.12 0.01
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#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
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#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
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@ -409,9 +409,9 @@ void main()
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res = texture(Source, pC4);
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else
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{
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vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blurx / 1000.0)).rgb;
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vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blury / 1000.0)).rgb;
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vec3 sample2 = texture(Source, pC4).rgb;
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vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blurx / 1000.0)).rgb;
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vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blury / 1000.0)).rgb;
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vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
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sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
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