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uniform sampler2D texture0;
varying vec2 posVarying;
varying vec2 uvVarying;
uniform vec2 agk_resolution;
float blurSizeH = 6.0 / agk_resolution.x;
float blurSizeV = 6.0 / agk_resolution.y;
vec4 sum = vec4(0.0);
for (float x = -4.0; x <= 4.0; x++)
for (float y = -4.0; y <= 4.0; y++)
sum += texture2D(texture0,vec2(uvVarying.x + x * blurSizeH, uvVarying.y + y * blurSizeV))/ 81.0;
gl_FragColor = sum;
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